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sometimes to advance you have to make a step back.
use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl. in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game. some cleanup and a little work pointing to future improvements in the way of rendering. please test and check for any errors. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -24,5 +24,5 @@ u32 HashFletcher(const u8* data_u8, size_t length); // FAST. Length & 1 == 0.
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u32 HashAdler32(const u8* data, size_t len); // Fairly accurate, slightly slower
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u32 HashFNV(const u8* ptr, int length); // Another fast and decent hash
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u32 HashEctor(const u8* ptr, int length); // JUNK. DO NOT USE FOR NEW THINGS
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u64 GetHash64(const u8 *src, int len, u32 samples);
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#endif // _HASH_H_
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