// Currently empty as this is difficult to implement. Technically we would need to compile both internal geometries in separate frames but this method is only called once. Alternatively we could compile just the static parts of the model.
// At this point compileGLObjects() remains unimplemented, hard to avoid race conditions
// Currently empty as this is difficult to implement. Technically we would need to compile both internal geometries in separate frames but this method is only called once. Alternatively we could compile just the static parts of the model.
// and there is limited value in compiling anyway since the data will change again for the next frame