Use stream storage for ubo
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@@ -294,7 +294,7 @@ static void initShadowVPMUBO()
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{
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glGenBuffers(1, &SharedObject::ViewProjectionMatrixesUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
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glBufferData(GL_UNIFORM_BUFFER, (16 * 8 + 2) * sizeof(float), 0, GL_STATIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, (16 * 8 + 2) * sizeof(float), 0, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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