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@@ -90,11 +90,11 @@ public:
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m_submit->m_commands.write(CommandType::INIT_RENDERER);
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frame();
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- m_submit->m_transient_vb = create_transient_vertex_buffer(2 * 1024);
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- m_submit->m_transient_ib = create_transient_index_buffer(2 * 1024);
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+ m_submit->m_transient_vb = create_transient_vertex_buffer(CE_TRANSIENT_VERTEX_BUFFER_SIZE);
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+ m_submit->m_transient_ib = create_transient_index_buffer(CE_TRANSIENT_INDEX_BUFFER_SIZE);
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frame();
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- m_submit->m_transient_vb = create_transient_vertex_buffer(2 * 1024);
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- m_submit->m_transient_ib = create_transient_index_buffer(2 * 1024);
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+ m_submit->m_transient_vb = create_transient_vertex_buffer(CE_TRANSIENT_VERTEX_BUFFER_SIZE);
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+ m_submit->m_transient_ib = create_transient_index_buffer(CE_TRANSIENT_INDEX_BUFFER_SIZE);
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frame();
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}
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@@ -306,7 +306,7 @@ public:
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{
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CE_ASSERT(tib != NULL, "Transient buffer must be != NULL");
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- destroy_vertex_buffer(tib->ib);
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+ destroy_index_buffer(tib->ib);
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default_allocator().deallocate(tib);
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}
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@@ -404,7 +404,7 @@ public:
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const UniformId id = m_uniforms.create();
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size_t len = string::strlen(name);
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- CE_ASSERT(len < CROWN_MAX_UNIFORM_NAME_LENGTH, "Max uniform name length is %d", CROWN_MAX_UNIFORM_NAME_LENGTH);
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+ CE_ASSERT(len < CE_MAX_UNIFORM_NAME_LENGTH, "Max uniform name length is %d", CE_MAX_UNIFORM_NAME_LENGTH);
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m_submit->m_commands.write(CommandType::CREATE_UNIFORM);
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m_submit->m_commands.write(id);
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@@ -646,7 +646,7 @@ public:
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{
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UniformId id;
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size_t len;
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- char name[CROWN_MAX_UNIFORM_NAME_LENGTH];
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+ char name[CE_MAX_UNIFORM_NAME_LENGTH];
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UniformType::Enum type;
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uint8_t num;
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@@ -856,13 +856,13 @@ protected:
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RenderContext* m_draw;
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// Id tables
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- IdTable<CROWN_MAX_VERTEX_BUFFERS> m_vertex_buffers;
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- IdTable<CROWN_MAX_INDEX_BUFFERS> m_index_buffers;
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- IdTable<CROWN_MAX_TEXTURES> m_textures;
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- IdTable<CROWN_MAX_SHADERS> m_shaders;
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- IdTable<CROWN_MAX_GPU_PROGRAMS> m_gpu_programs;
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- IdTable<CROWN_MAX_UNIFORMS> m_uniforms;
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- IdTable<CROWN_MAX_RENDER_TARGETS> m_render_targets;
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+ IdTable<CE_MAX_VERTEX_BUFFERS> m_vertex_buffers;
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+ IdTable<CE_MAX_INDEX_BUFFERS> m_index_buffers;
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+ IdTable<CE_MAX_TEXTURES> m_textures;
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+ IdTable<CE_MAX_SHADERS> m_shaders;
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+ IdTable<CE_MAX_GPU_PROGRAMS> m_gpu_programs;
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+ IdTable<CE_MAX_UNIFORMS> m_uniforms;
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+ IdTable<CE_MAX_RENDER_TARGETS> m_render_targets;
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bool m_is_initialized;
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bool m_should_run;
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