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Global frame buckets
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@@ -366,6 +366,12 @@ class opengl33_renderer : public gfx_renderer {
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renderpass_config m_renderpass; // parameters for current render pass
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section_sequence m_sectionqueue; // list of sections in current render pass
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cell_sequence m_cellqueue;
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// frame-level accumulation of per-cell opaque instance buckets. Each visited
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// cell's buckets are merged here keyed by (TModel3d*, skins), so that
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// Render_Instanced() runs once per unique model across the whole pass instead
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// of once per cell -- collapsing many tiny instanced draws into a few large
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// batches. Reused every pass; cleared at the top of Render(scene::basic_region*).
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scene::basic_cell::instance_bucket_map m_frame_instance_buckets;
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renderpass_config m_colorpass; // parametrs of most recent color pass
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std::array<renderpass_config, 3> m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages
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std::vector<TSubModel const *> m_pickcontrolsitems;
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