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Something is screwy with synchronization


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Something seems to be screwy with synchronization. As far as I can tell, if a mesh has a parent then its _parentRenderId never gets updated, which means mesh#isSynchronizedWithParent never returns true. Demo


This causes all meshes with parents to recompute their world matrix every frame, which kills performance in large scenes. 


From context I'm guessing the problem might stem from this line, partly since it makes the following assignment redundant. But lack of comments makes it very hard to guess how _renderId relates to _currentRenderId, or isSynchronized relates to _isSynchronized, etc., and what they're all supposed to be doing.

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