Use stream storage for ubo

This commit is contained in:
vlj
2014-08-16 00:19:45 +02:00
parent cbd77b469c
commit 5f6d0bd63c

View File

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