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Graphics / Regarding the VertexBuffer implementation in Renderables..
« on: March 19, 2019, 12:55:52 am »
This commit has made all the renderables use a vertex buffer if available. Which is great; however, before this change drawables were quite lightweight, and we could create one of these drawables at the last moment. For instance...
But now, afaict, this will call glGenBuffers and then glDeleteBuffers every frame. If this change is to be preserved I think the docs should not call sf::Sprite lightweight anymore.
loop {
// construct sprite
sf::Sprite sprite {...};
target.draw(sprite);
}
// construct sprite
sf::Sprite sprite {...};
target.draw(sprite);
}
But now, afaict, this will call glGenBuffers and then glDeleteBuffers every frame. If this change is to be preserved I think the docs should not call sf::Sprite lightweight anymore.