optimize (part 1)
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@@ -58,10 +58,9 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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if (vertexBuffer != nullptr && vertices != 0) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STREAM_DRAW);
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} else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
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}
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if (indexBuffer != nullptr && indices != 0) {
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if (ibo == 0) glGenBuffers(1, &ibo);
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