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Improve performance of large meshes #5

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@McManning

There's a noticeable performance bottleneck when modifying a mesh with a lot of faces (anything over 800k on my Radeon 7) - which makes sculpting with the shader running less fun.

My assumption is that it's the step of extracting vertex/triangle arrays from the mesh and uploading that back to the GPU on every change - but I don't know a more performant way to do it and stay in Python-land.

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