Fix severe performance degradation when viewing maps with animated studio models #161
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Previously, every animation frame would rebuild and re-upload all visible model geometry to the GPU, causing significant FPS drops when viewing maps with many animated models loaded from FGDs. Now caches skinned frames by (sequence, body, skin, frame) and reuses GPU buffers. Frame cache invalidates on state changes. Converted StudioMesh to use shared_ptr and implemented move semantics for VertexBuffer to support the caching implementation
Uncached (I did not want to make the video too long, but we slowly drop to between 5-10 FPS):
uncached.mp4
Cached:
cached.mp4
For anyone wanting to test, you can find a release over on my fork (the release says it is built from newbspguy_master HEAD, but that's incorrect - you can see the artifacts were built from the HEAD commit on my fix branch)