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synced 2025-07-22 22:00:39 -06:00
only use one buffer, orphaning should do the rest
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@ -35,7 +35,7 @@ namespace OGL
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers();
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GLuint *VAO;
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GLuint VAO;
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};
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// Handles the OpenGL details of drawing lots of vertices quickly.
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@ -50,10 +50,8 @@ public:
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void DestroyDeviceObjects();
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// NativeVertexFormat use this
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u32 m_buffers_count;
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u32 m_current_buffer;
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GLuint* m_vertex_buffers;
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GLuint* m_index_buffers;
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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GLuint m_last_vao;
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private:
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void Draw(u32 stride);
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