output: read vertex buffer size from level #1400
Merged
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Resolves #1398.
Checklist
Description
This replaces the fixed vertex buffer size of
1500
with a maximum value read from the level - so the "biggest" room, object or static mesh will determine the array size. In most cases it will be the biggest room, but this covers all bases. An alternative to doing the object/static check would be setting an initial value of1500
and just iterating over the room meshes, so let me know if that's preferable.