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clear unused visual shape data (was de-allocated at the end, not during each 'resetSimulation')
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@ -1011,6 +1011,7 @@ void TinyRendererVisualShapeConverter::resetAll()
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}
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m_data->m_swRenderInstances.clear();
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m_data->m_visualShapes.clear();
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}
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void TinyRendererVisualShapeConverter::activateShapeTexture(int shapeUniqueId, int textureUniqueId)
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