- fixed: The light uniform buffer may not be mapped with GL_MAP_INVALIDATE_BUFFER_BIT, because it needs to be mapped for each portal in a scene but it must preserve the existing data for the remaining translucent objects.

This commit is contained in:
Christoph Oelckers 2014-09-15 10:27:09 +02:00
parent 07ef7d3d59
commit 8e7e16f73a

View file

@ -190,7 +190,7 @@ void FLightBuffer::Begin()
if (!(gl.flags & RFL_BUFFER_STORAGE)) if (!(gl.flags & RFL_BUFFER_STORAGE))
{ {
glBindBuffer(mBufferType, mBufferId); glBindBuffer(mBufferType, mBufferId);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT); mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT);
} }
} }