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    • 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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