Implemented uniform buffers. Optimized data upload to GPU
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@@ -19,7 +19,7 @@ Rc<Mesh> Mesh::create(const std::vector<Vertex>& vertices,
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// Upload vertex data
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]),
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&vertices[0], GL_STATIC_DRAW);
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&vertices[0], GL_DYNAMIC_DRAW);
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// Upload index data
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if (has_indices) {
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