GLubyte attrsz[VBO_ATTRIB_MAX];
GLuint vertex_size;
+ /* Copy of the final vertex from node->vertex_store->bufferobj.
+ * Keep this in regular (non-VBO) memory to avoid repeated
+ * map/unmap of the VBO when updating GL current data.
+ */
+ GLfloat *current_data;
+ GLuint current_size;
+
GLuint buffer_offset;
GLuint count;
GLuint wrap_count; /* number of copied vertices at start */
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;