Little optimisation
Former-commit-id: a2ddce1e87634a31cf6cb5617013f14e157df80d
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@ -243,7 +243,7 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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NzBufferMapper<NzVertexBuffer> mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite);
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NzBufferMapper<NzVertexBuffer> mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount);
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nzUInt8* ptr = reinterpret_cast<nzUInt8*>(mapper.GetPointer());
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for (unsigned int i = 0; i < renderedInstanceCount; ++i)
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