• Stefan Dösinger's avatar
    wined3d: Save some memory in vertex buffers. · 014c4bfc
    Stefan Dösinger authored
    In most cases we're fine with the vbo and glMapBuffer and never use the actual
    heap memory copy. Try to stick to just the vbo copy and avoid allocating the
    extra heap memory. In case it is needed(emulation or vertex conversion), fall
    back to the old double buffering mode.
    014c4bfc
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