| Summary: | Direct3D 11: vertex buffer is always recreated | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Alex <fatlock> |
| Component: | render | Assignee: | Ryan C. Gordon <icculus> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | Keywords: | target-2.0.12 |
| Version: | 2.0.10 | ||
| Hardware: | x86_64 | ||
| OS: | Windows 10 | ||
| Attachments: | Fixes render buffer recreation | ||
Good catch, this patch is now https://hg.libsdl.org/SDL/rev/44b0a095f4b7, thanks! --ryan. We're changing how we do SDL release versions; now releases will be even numbers (2.0.10, 2.0.12, etc), and as soon as we tag a release, we'll move the internal version number to an odd number (2.0.12 ships, we tag the latest in revision control as 2.0.13 immediately, which will become 2.0.14 on release, etc). As such, I'm moving the bugs tagged with target-2.0.11 to target 2.0.12. Sorry if you get a lot of email from this change! Thanks, --ryan. We're changing how we do SDL release versions; now releases will be even numbers (2.0.10, 2.0.12, etc), and as soon as we tag a release, we'll move the internal version number to an odd number (2.0.12 ships, we tag the latest in revision control as 2.0.13 immediately, which will become 2.0.14 on release, etc). As such, I'm moving the bugs tagged with target-2.0.11 to target 2.0.12. Sorry if you get a lot of email from this change! Thanks, --ryan. |
Created attachment 3938 [details] Fixes render buffer recreation There is a line in the code missing. Because of that a new vertex buffer is created on each draw call. This reduces performance significantly.