Graphics: Use memory pools for render elements
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@@ -28,7 +28,7 @@ namespace Nz
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Model(Model&&) noexcept = default;
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~Model() = default;
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void BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, const SkeletonInstance* skeletonInstance, std::vector<std::unique_ptr<RenderElement>>& elements, const Recti& scissorBox) const override;
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void BuildElement(ElementRendererRegistry& registry, const ElementData& elementData, std::size_t passIndex, std::vector<RenderElementOwner>& elements) const override;
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const std::shared_ptr<RenderBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const;
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std::size_t GetIndexCount(std::size_t subMeshIndex) const;
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