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Increase max VBO size back to 4MB.
Some meshes (e.g. pers_gardens_struct with gentangents enabled) have
>32K vertexes, and won't fit in a 2MB VBO. 0ef6c7555e had reduced them
from 4MB to 2MB. So just make the VBOs bigger again, and try not to
worry about the waste of memory.
Fixes #3026, #3042.
This was SVN commit r16309.
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1 changed files with 3 additions and 3 deletions
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@ -30,9 +30,9 @@
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// Absolute maximum (bytewise) size of each GL vertex buffer object.
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// Make it large enough for the maximum feasible mesh size (64K vertexes,
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// 32 bytes per vertex in ShaderModelRenderer).
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// 64 bytes per vertex in InstancingModelRenderer).
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// TODO: measure what influence this has on performance
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#define MAX_VB_SIZE_BYTES (2*1024*1024)
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#define MAX_VB_SIZE_BYTES (4*1024*1024)
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CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
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: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
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@ -352,4 +352,4 @@ void CVertexBuffer::DumpStatus()
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bool CVertexBuffer::UseStreaming(GLenum usage)
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{
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return (usage == GL_DYNAMIC_DRAW || usage == GL_STREAM_DRAW);
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}
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}
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