Increase max VBO size back to 4MB.

Some meshes (e.g. pers_gardens_struct with gentangents enabled) have
>32K vertexes, and won't fit in a 2MB VBO. 0ef6c7555e had reduced them
from 4MB to 2MB. So just make the VBOs bigger again, and try not to
worry about the waste of memory.

Fixes #3026, #3042.

This was SVN commit r16309.
This commit is contained in:
Ykkrosh 2015-02-08 23:39:02 +00:00
parent 26d303d854
commit bb99c42aa5

View File

@ -30,9 +30,9 @@
// Absolute maximum (bytewise) size of each GL vertex buffer object.
// Make it large enough for the maximum feasible mesh size (64K vertexes,
// 32 bytes per vertex in ShaderModelRenderer).
// 64 bytes per vertex in InstancingModelRenderer).
// TODO: measure what influence this has on performance
#define MAX_VB_SIZE_BYTES (2*1024*1024)
#define MAX_VB_SIZE_BYTES (4*1024*1024)
CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
@ -352,4 +352,4 @@ void CVertexBuffer::DumpStatus()
bool CVertexBuffer::UseStreaming(GLenum usage)
{
return (usage == GL_DYNAMIC_DRAW || usage == GL_STREAM_DRAW);
}
}