18 Dec
2012
18 Dec
'12
1:40 a.m.
http://bugs.winehq.org/show_bug.cgi?id=11674 --- Comment #262 from Henri Verbeet <hverbeet(a)gmail.com> 2012-12-17 19:40:55 CST --- (In reply to comment #261)
You're right that MapBuffer (and by extension, MapBufferRange) is not a fast path for the threaded optimizations. The preferred path for geometry is buffer objects updated through BufferSubData. Is there a good reason for that, or is that something NVIDIA is going to fix?
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