SpriteBatch's VBO and IBO are now created on the GPU
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@ -51,10 +51,10 @@ SpriteBatch::SpriteBatch(GraphicsDevice *graphicsDevice)
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uint numSprites = DEFAULT_SPRITE_COUNT;
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m_vertices = new VertexBuffer();
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m_vertices->Initialize(attribs, 3, numSprites * VERTICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
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m_vertices->Initialize(m_graphicsDevice, attribs, 3, numSprites * VERTICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
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m_indices = new IndexBuffer();
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m_indices->Initialize(numSprites * INDICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
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m_indices->Initialize(m_graphicsDevice, numSprites * INDICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
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m_textures.resize(numSprites, NULL);
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