Don't zero RageSpriteVertex in the ctor; it's wasteful when declaring large arrays, because we almost always immediately overwrite that with real data. (We should do this for all basic RageTypes, but this one matters due to StripBuffer for hold note rendering.)
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@@ -225,15 +225,9 @@ typedef Rect<float> RectF;
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* have the same layout that D3D expects. */
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struct RageSpriteVertex // has color
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{
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/* Zero out by default. */
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RageSpriteVertex():
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p(0,0,0),
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n(0,0,0),
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t(0,0)
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{ }
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RageVector3 p; // position
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RageVector3 n; // normal
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RageVColor c; // diffuse color
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RageVector3 p; // position
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RageVector3 n; // normal
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RageVColor c; // diffuse color
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RageVector2 t; // texture coordinates
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};
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