In general we don't do hacks like this.
Am 01.07.2012 12:43 schrieb "Henri Verbeet"
In general we don't do hacks like this.
The VBOs in question might be managed pool buffers, which would make keeping the sysmem around less hacky.
The unforunate issue is that other games(namely Source Engine games, probably others too) allocate hundreds of megabytes in managed vertex and index buffers. Keeping two copies of those buffers around(one GL copy, one wined3d sysmem copy) makes them run out of address space. So pick your poison...
Maybe we should at least try to contact the developers of the engine.