Use the "old" particle system quad code.

This commit is contained in:
folecr 2012-11-30 13:22:01 -08:00
parent d5b16c93e4
commit fc65b786ad
1 changed files with 5 additions and 5 deletions

View File

@ -327,16 +327,16 @@ void CCParticleSystemQuad::postStep()
glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
// Option 1: Sub Data
// glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(quads_[0])*particleCount, quads_);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_uTotalParticles, m_pQuads);
// Option 2: Data
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW);
// Option 3: Orphaning + glMapBuffer
glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_uTotalParticles, NULL, GL_STREAM_DRAW);
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buf, m_pQuads, sizeof(m_pQuads[0])*m_uTotalParticles);
glUnmapBuffer(GL_ARRAY_BUFFER);
// glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_uTotalParticles, NULL, GL_STREAM_DRAW);
// void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// memcpy(buf, m_pQuads, sizeof(m_pQuads[0])*m_uTotalParticles);
// glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);