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.