pack all geometry for a Model into one set of vertex buffers
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@@ -733,11 +733,11 @@ void RageDisplay::DrawTriangles( const RageSpriteVertex v[], int iNumVerts )
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StatsAddVerts(iNumVerts);
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}
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void RageDisplay::DrawIndexedTriangles( const RageModelVertexArray *p )
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void RageDisplay::DrawCompiledGeometry( const RageCompiledGeometry *p, int iMeshIndex, const vector<msMesh> &vMeshes )
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{
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this->DrawIndexedTrianglesInternal(p);
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this->DrawCompiledGeometryInternal( p, iMeshIndex );
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StatsAddVerts(p->sizeTriangles()*3);
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StatsAddVerts( vMeshes[iMeshIndex].Triangles.size() );
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}
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void RageDisplay::DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
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