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Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements. please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
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@ -102,7 +102,7 @@ public:
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virtual void SetupVertexPointers() = 0;
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virtual void EnableComponents(u32 components) {}
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int GetVertexStride() const { return vertex_stride; }
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u32 GetVertexStride() const { return vertex_stride; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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