On 2013-02-17 15:40, Stefan Dösinger wrote:
Why is it included for every mapping in the first place, even for programs who 
never need it?
The problem isn't that glMapBufferRange is used for maps, but that we create a 
VBO for dynamic buffers instead of drawing from system memory.

Please see:

http://bugs.winehq.org/show_bug.cgi?id=31644

NVIDIA has this problem too, and with other games.



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