[GL-A7] Stop avatar system-mesh CPU geometry #52
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backspace119/Slipstream#52
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Scope: Under VK, skip
updateMeshData'sLLVertexBufferallocation andupdateFaceDatainLLVOAvatar::updateLOD(llvoavatar.cpp:10993-11002,2508-2531).Prereq: A0 (confirm the counter is non-zero first)
Acceptance:
LLVertexBufferbytes ≈ 0. Avatars (including classic system bodies, if VK renders them) look unchanged.Risk: med (verify no VK reader)
Related: #16 (system avatar body not rendered) - VK may need this data once #16 lands.
Shared acceptance baseline: links; logs in under VK and renders prims/mesh/rigged/terrain/water/sky/particles; click-select object/avatar/attachment; region crossing + teleport; no
GLSL Compilation Error|SIGSEGVin the log.Source: research/gl_removal_map.md
GLResidue baseline (#45):
avUpdateMesh=0(and rebuildGeom/getGeomVol=0) across a dense sim + teleport - avatar system-mesh CPU geometry doesn't run under VK. Closing; reopen if the counter ever goes non-zero (e.g. once #16 system avatar body lands).