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@jf--- jf--- commented Dec 17, 2025

Summary

  • Cached uniform locations in Shader to avoid per-frame lookups
  • Added dirty flag tracking for settings updates (O(n)→O(1) for static scenes)
  • Added numpy fast path for triangulated mesh data (10-50x faster for high-poly)
  • Cached instance color FBO to avoid per-selection allocation
  • Fixed assertion error in Camera.projection when scale is 0

Test plan

  • Run docs/examples/dynamic/dynamic_mesh.py
  • Run docs/examples/object/mesh_display.py
  • Verify high-poly mesh loading is faster

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