Use an appropriate usage specifier for glBufferData

Turns out DYNAMIC was so horribly wrong that it slaughtered the GPU
performance.
This commit is contained in:
Clownacy 2019-08-09 15:58:58 +01:00
parent b1a706c312
commit 5712c4ad63

View file

@ -255,7 +255,7 @@ BOOL Backend_Init(SDL_Window *p_window)
// Set up Vertex Buffer Object
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_STREAM_DRAW);
// Set up the vertex attributes
glEnableVertexAttribArray(1);