ref: 6b96ada4a82e0d504953e0329969a0984b135126
parent: 142db71cb95a0d82138247a1df1873ab2607c39d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Sep 14 20:48:14 EDT 2020
Use proper OpenGL buffer access specifier The previous value was inherited from the old pre-batching code, where it actually made sense.
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -352,7 +352,7 @@
if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
{
vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size;
- glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_DYNAMIC_DRAW);
}
else
{