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- Check that the contents of the map file represent a grid with monotonically
increasing x- and y-coordinates. This is slightly more lenient than the
existing code that assumed uniform grid spacing without verification. A
fully general implementation would need to use the triangles directly.
- Use an index buffer to hold the triangle coordinates, rather than
duplicating the vertex data. This significantly reduces the amount of memory
used, particularly when the vertex count is small enough to fit into a
GLushort.
- As there is only one warp mesh, and changing this should be an infrequent
operation (existing code loads one warp mesh at startup), do not use the
resource manager machinery. This removes the possibility to use a wildcard
extension, but only one extension was supported anyway.
- Use smart pointers to track resources rather than manual new/delete.
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