Remove multithreading RenderState as that seemed to be a poor approach
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19 changed files with 64 additions and 237 deletions
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@ -3722,7 +3722,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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InitRenderInfo(); // create hardware independent renderer resources for the level. This must be done BEFORE the PolyObj Spawn!!!
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Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
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CreateVBO(*screen->RenderState(0), Level->sectors);
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CreateVBO(*screen->RenderState(), Level->sectors);
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meshcache.Clear();
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for (auto &sec : Level->sectors)
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