forked from Mirrorlandia_minetest/irrlicht
master #5
@ -486,10 +486,12 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
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{
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HWBuffer->vbo_verticesSize = bufferSize;
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if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
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GL.BufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
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else
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GL.BufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
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GLenum usage = GL_STATIC_DRAW;
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if (HWBuffer->Mapped_Index == scene::EHM_STREAM)
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usage = GL_STREAM_DRAW;
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else if (HWBuffer->Mapped_Index == scene::EHM_DYNAMIC)
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usage = GL_DYNAMIC_DRAW;
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GL.BufferData(GL_ARRAY_BUFFER, bufferSize, buffer, usage);
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}
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GL.BindBuffer(GL_ARRAY_BUFFER, 0);
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@ -549,10 +551,12 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
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{
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HWBuffer->vbo_indicesSize = indexCount * indexSize;
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if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
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GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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else
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GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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GLenum usage = GL_STATIC_DRAW;
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if (HWBuffer->Mapped_Index == scene::EHM_STREAM)
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usage = GL_STREAM_DRAW;
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else if (HWBuffer->Mapped_Index == scene::EHM_DYNAMIC)
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usage = GL_DYNAMIC_DRAW;
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GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, usage);
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}
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GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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