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There are a few kinds of vertex buffers that have been treated
differently. Some are the same throughout and they are created at
startup and deleted only at termination. Some are more volatile, but
have constant size or have a reasonable upper bound. So those are made
dynamic.
Chunk buffers aren't quite like either. They stay the same for the most
unless you change the landscape. Then they are completely destroyed and
recreated, as is this program's wont. They have to be allowed to change,
but can't be made dynamic because of the size changes and large size. So
I gave up and reimplemented the GL driver approach. Whenever any buffer
is deleted, it's added to a frame-specific queue. It is only deleted
when that frame index is encountered again, ensuring that the command
buffer also associated with that frame will have completed so any
buffers that were last used in that frame can safely be destroyed.
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