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- Cache material UBO mapped pointers at creation time, eliminating per-batch vmaGetAllocationInfo() calls in the hot render path - Precompute foliage/elven/lantern/kobold model name classifications at load time instead of per-instance string operations every frame - Remove redundant descriptor set and push constant rebinds on WMO pipeline switches (preserved across compatible layouts) - Pre-allocate glow sprite descriptor set once at init instead of allocating from the pool every frame |
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