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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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@ -37,22 +37,22 @@ public:
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private:
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void LoadBuffers();
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void Draw(UINT stride);
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void PrepareDrawBuffers();
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void Draw(u32 stride);
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// temp
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void vFlush();
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UINT m_indexBufferCursor;
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UINT m_vertexBufferCursor;
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UINT m_vertexDrawOffset;
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UINT m_triangleDrawIndex;
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UINT m_lineDrawIndex;
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UINT m_pointDrawIndex;
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UINT m_activeVertexBuffer;
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UINT m_activeIndexBuffer;
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u32 m_vertex_buffer_cursor;
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u32 m_vertex_draw_offset;
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u32 m_index_buffer_cursor;
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u32 m_current_vertex_buffer;
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u32 m_current_index_buffer;
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u32 m_triangle_draw_index;
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u32 m_line_draw_index;
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u32 m_point_draw_index;
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typedef ID3D11Buffer* PID3D11Buffer;
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PID3D11Buffer* m_indexBuffers;
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PID3D11Buffer* m_vertexBuffers;
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PID3D11Buffer* m_index_buffers;
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PID3D11Buffer* m_vertex_buffers;
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LineGeometryShader m_lineShader;
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PointGeometryShader m_pointShader;
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