Update some data usage hint.
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@@ -580,13 +580,13 @@ void VBOGatherer::regenerateBuffer(enum VTXTYPE tp)
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glDeleteBuffers(1, &vbo[tp]);
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glGenBuffers(1, &vbo[tp]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[tp]);
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glBufferData(GL_ARRAY_BUFFER, vtx_cnt[tp] * getVertexPitch(tp), vtx_mirror[tp], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vtx_cnt[tp] * getVertexPitch(tp), vtx_mirror[tp], GL_DYNAMIC_DRAW);
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if (ibo[tp])
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glDeleteBuffers(1, &ibo[tp]);
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glGenBuffers(1, &ibo[tp]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo[tp]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(u16)* idx_cnt[tp], idx_mirror[tp], GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(u16)* idx_cnt[tp], idx_mirror[tp], GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@@ -389,12 +389,12 @@ void ParticleSystemProxy::generateVAOs()
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glBindVertexArray(0);
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glGenBuffers(1, &initial_values_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, initial_values_buffer);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), ParticleParams, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), ParticleParams, GL_STATIC_DRAW);
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glGenBuffers(2, tfb_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), InitialValues, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), InitialValues, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, tfb_buffers[1]);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), 0, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(ParticleData), 0, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenVertexArrays(1, ¤t_rendering_vao);
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@@ -160,7 +160,7 @@ void STKMeshSceneNode::updatevbo()
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const void* vertices = mb->getVertices();
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const u32 vertexCount = mb->getVertexCount();
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const c8* vbuf = static_cast<const c8*>(vertices);
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glBufferData(GL_ARRAY_BUFFER, vertexCount * mesh.Stride, vbuf, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertexCount * mesh.Stride, vbuf, GL_STREAM_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
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const void* indices = mb->getIndices();
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@@ -177,7 +177,7 @@ void STKMeshSceneNode::updatevbo()
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default:
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assert(0 && "Wrong index size");
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.IndexCount * indexSize, indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.IndexCount * indexSize, indices, GL_STREAM_DRAW);
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}
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}
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