Graphics: Use memory pools for render elements
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21
src/Nazara/Graphics/ElementRendererRegistry.cpp
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21
src/Nazara/Graphics/ElementRendererRegistry.cpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ElementRendererRegistry.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/RenderSpriteChain.hpp>
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#include <Nazara/Graphics/RenderSubmesh.hpp>
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#include <Nazara/Graphics/SpriteChainRenderer.hpp>
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#include <Nazara/Graphics/SubmeshRenderer.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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ElementRendererRegistry::ElementRendererRegistry()
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{
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RegisterElementRenderer<RenderSpriteChain>(std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice()));
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RegisterElementRenderer<RenderSubmesh>(std::make_unique<SubmeshRenderer>());
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}
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}
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