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authorKeith Whitwell <[email protected]>2009-03-03 10:46:12 +0000
committerKeith Whitwell <[email protected]>2009-03-03 10:46:12 +0000
commitc4d1f4607abf3dfbcfcffc5c67bb89d420d3381a (patch)
treecac8b185bf1508083360e7d4a204b4e1877a4f8d /src/mesa/vbo/vbo_save.h
parenteb8a1d96424cb732b0a723cb1fdba90958d24e16 (diff)
vbo: use MapBufferRange where available
Previously would have to allocate a new VBO after firing a draw command as subsequent call to Map() on old VBO might block if the driver had submitted the commands to hardware.
Diffstat (limited to 'src/mesa/vbo/vbo_save.h')
-rw-r--r--src/mesa/vbo/vbo_save.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index b7e9baabf81..de8fa193046 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -130,7 +130,7 @@ struct vbo_save_context {
struct vbo_save_vertex_store *vertex_store;
struct vbo_save_primitive_store *prim_store;
- GLfloat *vbptr; /* cursor, points into buffer */
+ GLfloat *buffer_ptr; /* cursor, points into buffer */
GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */
GLfloat *attrptr[VBO_ATTRIB_MAX];
GLuint vert_count;