Am 20.02.2013 um 14:11 schrieb Stanislaw Halik sthalik@misaki.pl:
On 2013-02-17 15:40, Stefan Dösinger wrote:
Why is it included for every mapping in the first place, even for programs who never need it?
The problem isn't that glMapBufferRange is used for maps, but that we create a VBO for dynamic buffers instead of drawing from system memory.
Please see:
It's not necessarily the same issue. There are other things that can go wrong with dynamic buffers, e.g. the game not using DISCARD or NOOVERWRITE properly.