Attempt to dodge some known vbo issues (VAO quriks, and VBO mapping being wonky). Will investigate the issues further, soon.

This commit is contained in:
Shyotl
2012-07-08 19:04:33 -05:00
parent e9ec04a449
commit 42c7a30280
3 changed files with 13 additions and 8 deletions

View File

@@ -110,7 +110,7 @@ U32 LLVertexBuffer::sSetCount = 0;
S32 LLVertexBuffer::sCount = 0;
S32 LLVertexBuffer::sGLCount = 0;
S32 LLVertexBuffer::sMappedCount = 0;
bool LLVertexBuffer::sDisableVBOMapping = false;
bool LLVertexBuffer::sDisableVBOMapping = true; //Temporary workaround for vbo mapping being straight up broken
bool LLVertexBuffer::sEnableVBOs = true;
U32 LLVertexBuffer::sGLRenderBuffer = 0;
U32 LLVertexBuffer::sGLRenderArray = 0;
@@ -820,7 +820,7 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const
void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping)
{
sEnableVBOs = use_vbo && gGLManager.mHasVertexBufferObject;
sDisableVBOMapping = sEnableVBOs && no_vbo_mapping;
sDisableVBOMapping = sEnableVBOs;// && no_vbo_mapping; //Temporary workaround for vbo mapping being straight up broken
if (!sPrivatePoolp)
{