Use proper OpenGL buffer access specifier
The previous value was inherited from the old pre-batching code, where it actually made sense.
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1 changed files with 1 additions and 1 deletions
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@ -352,7 +352,7 @@ static void FlushVertexBuffer(void)
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if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
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if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
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{
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{
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vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size;
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vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_DYNAMIC_DRAW);
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}
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}
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else
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else
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{
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{
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