> > Therefore, I'm not sure whether deleting the buffer is right here. Maybe
> > OpenGL uses reference counting here, too, so it remembers that the
> > buffer is still in use by the VAO, and so the glDeleteBuffers()
> > operation will only decrease its refcount, but not actually end up
> > deleting
On 14.09.2015 18:00, Max Reitz wrote:
> On 09.09.2015 13:20, Gerd Hoffmann wrote:
>> Create a buffer for the vertex data and place vertexes
>> there at initialization time. Then just use the buffer
>> for each texture blit.
>>
>> Signed-off-by: Gerd Hoffmann
>> ---
>> include/ui/shader.h | 4 ++
On 09.09.2015 13:20, Gerd Hoffmann wrote:
> Create a buffer for the vertex data and place vertexes
> there at initialization time. Then just use the buffer
> for each texture blit.
>
> Signed-off-by: Gerd Hoffmann
> ---
> include/ui/shader.h | 4 +++-
> ui/console-gl.c | 7 ++-
> ui/s
On Do, 2015-09-10 at 15:42 +0200, Marc-André Lureau wrote:
> Hi
>
> On Thu, Sep 10, 2015 at 3:22 PM, Gerd Hoffmann wrote:
> >> > +glBindBuffer (GL_ARRAY_BUFFER, 0);
> >> > +glBindVertexArray (0);
> >> > +glDeleteBuffers (1, &buffer);
> >> > +
> >>
> >> extra space before (
> >
> > Fix
Hi
On Thu, Sep 10, 2015 at 3:22 PM, Gerd Hoffmann wrote:
>> > +glBindBuffer (GL_ARRAY_BUFFER, 0);
>> > +glBindVertexArray (0);
>> > +glDeleteBuffers (1, &buffer);
>> > +
>>
>> extra space before (
>
> Fixed.
>
>> Is the unbinding necessary?
>
> Unbinding? Do you mam the DeleteBuffers
Hi
On Wed, Sep 9, 2015 at 1:20 PM, Gerd Hoffmann wrote:
> Create a buffer for the vertex data and place vertexes
> there at initialization time. Then just use the buffer
> for each texture blit.
>
> Signed-off-by: Gerd Hoffmann
> ---
> include/ui/shader.h | 4 +++-
> ui/console-gl.c | 7
> > +glBindBuffer (GL_ARRAY_BUFFER, 0);
> > +glBindVertexArray (0);
> > +glDeleteBuffers (1, &buffer);
> > +
>
> extra space before (
Fixed.
> Is the unbinding necessary?
Unbinding? Do you mam the DeleteBuffers?
cheers,
Gerd