Performance optimization for activeMeshes / memory leak issue with freezeActiveMeshes

Hello, why are you locked behind the current version? Can we help on that?

On your question: this is weird as mesh_activate is only called from the evaluateActiveMeshes (Which should not be called anymore when frozen) and from renderTarget.Render (which is used in my demo with shadows)

My guess is that we may have fixed something in between your version and the current one (your profile tends to prove it as _activate should never be called)