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Initial work on unified graphics buffers representing different types of data.
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@@ -445,7 +445,10 @@ public:
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ShaderStage *newShaderStage(ShaderStage::StageType stage, const std::string &source);
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Shader *newShader(const std::string &vertex, const std::string &pixel);
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virtual Buffer *newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags) = 0;
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virtual Buffer *newBuffer(size_t size, const void *data, BufferTypeFlags typeflags, vertex::Usage usage, uint32 mapflags) = 0;
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virtual Buffer *newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataMember> &format, size_t arraylength) = 0;
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// Buffer *newIndexBuffer(IndexDataType dataType, const void *indices, size_t bytesize, vertex::Usage usage, uint32 mapflags) = 0;
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Mesh *newMesh(const std::vector<Vertex> &vertices, PrimitiveType drawmode, vertex::Usage usage);
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Mesh *newMesh(int vertexcount, PrimitiveType drawmode, vertex::Usage usage);
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