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1) Reset the build when adding potential dirties to the list to ensure it isn't trying to kill off a dirty entry that it's passed by. 2) mSaveIntermediates = true; causes leakage even with all this. still tracking that end. 3) Need to remove a dead tile whether there's new data to replace it with or not. Empty tiles are an entirely possible case. Even a probable one if you have high verticality in a level. 4) Likewise you don't want to re-feed the same geometry list for a given tile in case the conditions have changed. 5) If no vertcount then clear all geometry entries. (that one might be paranoia) |
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