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Am 2015-12-09 um 22:53 schrieb Matteo Bruni:
also I'm not sure if glBufferSubData() is still a bad idea for
performance with some GL drivers). Just thinking out loud...
Nvidia really, really wants glBufferSubData(*). Others prefer
glMapBufferRange for dynamic buffers because they sync on
glBufferSubData. For managed buffers neither of that should really matte
r.
(*) Terms and conditions apply. If you're doing redundant 50 megabytes
uploads then glMapBuffer(50MB) + modifying a handful of bytes only is
better.
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