- if(!parts.empty() && parts.back().texture==&tex)
- return *parts.back().mesh;
-
- parts.push_back(CachedPart());
- CachedPart &cpart = parts.back();
- cpart.part = ∂
- cpart.texture = &tex;
- cpart.mesh = new GL::Mesh((GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::VERTEX2));
- return *cpart.mesh;
+ if(!rebuilding)
+ throw logic_error("!rebuilding");
+
+ if(current!=parts.end() && current->texture==&tex)
+ return *current->mesh;
+
+ for(current=next; current!=parts.end(); ++current)
+ if(current->texture==&tex)
+ {
+ parts.erase(next, current);
+ break;
+ }
+
+ if(current==parts.end())
+ {
+ current = parts.insert(next, CachedPart());
+ current->texture = &tex;
+ current->mesh = new GL::Mesh((GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::VERTEX2));
+ }
+ else
+ current->mesh->clear();
+ current->part = ∂
+
+ next = current;
+ ++next;
+
+ return *current->mesh;
+}
+
+void PartCache::end_rebuild()
+{
+ rebuilding = false;
+ parts.erase(next, parts.end());