Use an appropriate usage specifier for glBufferData
Turns out DYNAMIC was so horribly wrong that it slaughtered the GPU performance.
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@ -255,7 +255,7 @@ BOOL Backend_Init(SDL_Window *p_window)
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// Set up Vertex Buffer Object
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glGenBuffers(1, &vertex_buffer_id);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_STREAM_DRAW);
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// Set up the vertex attributes
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glEnableVertexAttribArray(1);
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