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use unordered_dense to mitigate __next_prime overflow error
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@@ -45,8 +45,9 @@ public:
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public: // TODO
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std::unordered_map<GLuint, VertexArrayObject> vaos_;
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std::set<GLuint> freeIds_;
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GLuint lastId_ = 0;
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// std::set<GLuint> freeIds_;
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std::vector<GLuint> freeId_;
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GLuint lastId_ = 1; // reserve 0 for default vao
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GLuint currentVao_ = 0;
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};
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