OpenGLCommandBuffer: Don't force VAO bind each time
This commit is contained in:
@@ -322,7 +322,7 @@ namespace Nz
|
|||||||
}
|
}
|
||||||
|
|
||||||
const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
|
const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
|
||||||
context.BindVertexArray(vao.GetObjectId(), true);
|
context.BindVertexArray(vao.GetObjectId());
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLCommandBuffer::Release()
|
void OpenGLCommandBuffer::Release()
|
||||||
|
|||||||
Reference in New Issue
Block a user