![]() This way, I can use immediate mode, which is way faster than using buffers for some reason. Since I'm not using profiles anymore, I dropped the minimum requirement to OpenGL 3.1. If a driver doesn't support Legacy GL, then it can use the slow buffer code. But seriously, I need to figure out why using buffers is so slow. If this was a common problem, Modern OpenGL wouldn't have made it the only option. |
||
---|---|---|
.. | ||
OpenGL3.cpp | ||
SDLSurface.cpp | ||
SDLTexture.cpp | ||
Software.cpp |