Graphics: Use memory pools for render elements
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@@ -28,7 +28,7 @@ namespace Nz
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TextSprite(TextSprite&&) noexcept = default;
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~TextSprite() = 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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inline void Clear();
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