Implementated new dirty buffer mechansim for BufferObjects to make it more efficient
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@@ -907,7 +907,7 @@ void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* ima
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const PixelBufferObject* pbo = image->getPixelBufferObject();
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if (pbo && pbo->isPBOSupported(contextID) && !needImageRescale)
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{
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pbo->compileBuffer(state);
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pbo->compileBuffer(contextID, state);
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pbo->bindBuffer(contextID);
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dataMinusOffset = data;
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dataPlusOffset = reinterpret_cast<unsigned char*>(pbo->offset());
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@@ -1159,7 +1159,7 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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const PixelBufferObject* pbo = image->getPixelBufferObject();
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if (pbo && pbo->isPBOSupported(contextID) && !needImageRescale)
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{
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pbo->compileBuffer(state);
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pbo->compileBuffer(contextID, state);
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pbo->bindBuffer(contextID);
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dataMinusOffset = data;
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dataPlusOffset = reinterpret_cast<unsigned char*>(pbo->offset());
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