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D3D was mean to me

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I've implemented map raycasting by converting the map loader to use a Direct3D mesh. All I really had to do was set the attribute table to use the batch indices I already had setup. Plus I got an extra 100 FPS out of it to. I spent half the day fighting with the Mesh.Insect function though, getting contant exceptions, reason being that it uses the actual index and vertex buffers for eveything so using MeshFlags.WriteOnly was the problem.

Yeah the editor will be really simple. Attach file to meshes and actors and create/delete actors. Rather then read in the script files I'll just use a simple sphere mesh for the actors.
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