Quad: Don't discard VBO on each update
This never yielded any traceable performance gains. I also apparently forgot to unbind the buffer after updating.
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@ -112,6 +112,8 @@ struct Quad
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VBO::bind(vbo);
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VBO::bind(vbo);
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shState->bindQuadIBO();
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shState->bindQuadIBO();
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VBO::allocEmpty(sizeof(Vertex[4]), GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(Shader::Color);
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glEnableVertexAttribArray(Shader::Color);
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glEnableVertexAttribArray(Shader::Position);
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glEnableVertexAttribArray(Shader::Position);
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glEnableVertexAttribArray(Shader::TexCoord);
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glEnableVertexAttribArray(Shader::TexCoord);
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@ -136,8 +138,8 @@ struct Quad
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void updateBuffer()
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void updateBuffer()
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{
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{
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VBO::bind(vbo);
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VBO::bind(vbo);
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VBO::allocEmpty(sizeof(Vertex) * 4, GL_DYNAMIC_DRAW);
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VBO::uploadSubData(0, sizeof(Vertex[4]), vert);
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VBO::uploadData(sizeof(Vertex) * 4, vert, GL_DYNAMIC_DRAW);
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VBO::unbind();
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}
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}
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void setPosRect(const FloatRect &r)
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void setPosRect(const FloatRect &r)
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