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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-09 23:55:43 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-09 23:55:43 +0400
commit3fbd8abcfd01b3e8b47bfc8420e2be5fca50036c (patch)
tree57de0e031f293623a051e62b19bd770bab988bc9 /source/blender/gpu/GPU_buffers.h
parenta18112249d826046fd7d8692571a0eab5bb5ec04 (diff)
OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory
after objects are deleted until another big object is added. There's no good reason to do this, or to think that our pool is somehow much faster than using the OpenGL API to allocate and free buffers.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 9f6f80585ab..fca8dcc3392 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -122,6 +122,7 @@ typedef struct GPUAttrib {
} GPUAttrib;
void GPU_global_buffer_pool_free(void);
+void GPU_global_buffer_pool_free_unused(void);
GPUBuffer *GPU_buffer_alloc(int size);
void GPU_buffer_free(GPUBuffer *buffer);