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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/intern/gpu_draw.c
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/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 9dc98e59c42..e9f9d4a3379 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1243,8 +1243,7 @@ void GPU_free_unused_buffers(void)
image_free_queue = NULL;
/* vbo buffers */
- /* it's probably not necessary to free all buffers every frame */
- /* GPU_buffer_pool_free_unused(0); */
+ GPU_global_buffer_pool_free_unused();
BLI_unlock_thread(LOCK_OPENGL);
}