move global pools into gfx driver
prevents double copy problems saves memory (needs to be optimized...)
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@@ -95,11 +95,11 @@ void GfxOpenGL2::Submit(size_t count, size_t start) {
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glUseProgram(pShader);
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glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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glBufferData(GL_ARRAY_BUFFER, GetVertexPoolSize() * sizeof(PD::Li::Vertex),
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GetVertexBufPtr(0), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndexPoolSize() * sizeof(u16),
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GetIndexBufPtr(0), GL_DYNAMIC_DRAW);
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pSetupShaderAttribs(pShader);
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@@ -67,11 +67,11 @@ void GfxOpenGL3::Submit(size_t count, size_t start) {
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glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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glBufferData(GL_ARRAY_BUFFER, GetVertexPoolSize() * sizeof(PD::Li::Vertex),
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GetVertexBufPtr(0), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(u16),
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndexPoolSize() * sizeof(u16),
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GetIndexBufPtr(0), GL_DYNAMIC_DRAW);
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT,
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