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Efficient mesh vertex count changes from code?

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I have a mesh I am constructing in code and I want to dynamically add and remove vertices. Right now it looks to me that to change the vertex count I have to specify a completely new array for the mesh.

Is there any way to avoid this? I am thinking something along the lines of I give mesh an array of indices as well as a length, which is uses instead of the actual array length. So in that case if I had an array of 100 verts capacity I could use only 4 of those verts one time, then 10 verts the...

Efficient mesh vertex count changes from code?

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