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don't NULL out buffer data, just draw less
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parent
ec6b8d2016
commit
761daf684f
1 changed files with 0 additions and 2 deletions
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@ -237,11 +237,9 @@ void VoxelSystem::render() {
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if (pthread_mutex_trylock(&bufferWriteLock) == 0) {
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if (pthread_mutex_trylock(&bufferWriteLock) == 0) {
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray);
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glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray);
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readVerticesEndPointer = readVerticesArray;
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readVerticesEndPointer = readVerticesArray;
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