diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 519fdf2b3b..0820997529 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2550,7 +2550,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glBindVertexArray(state.sky_array); @@ -2690,7 +2690,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr } glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); //fill up environment @@ -2698,7 +2698,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform); glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -2808,7 +2808,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform } glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), &ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); directional_light = li; |