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Direct3D 11: vertex buffer is always recreated #3381

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SDLBugzilla opened this issue Feb 11, 2021 · 0 comments
Closed

Direct3D 11: vertex buffer is always recreated #3381

SDLBugzilla opened this issue Feb 11, 2021 · 0 comments

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@SDLBugzilla
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This bug report was migrated from our old Bugzilla tracker.

These attachments are available in the static archive:

Reported in version: 2.0.10
Reported for operating system, platform: Windows 10, x86_64

Comments on the original bug report:

On 2019-08-30 14:33:36 +0000, Alex wrote:

Created attachment 3938
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.

On 2019-09-02 04:14:32 +0000, Ryan C. Gordon wrote:

Good catch, this patch is now https://hg.libsdl.org/SDL/rev/44b0a095f4b7, thanks!

--ryan.

On 2019-09-20 20:47:37 +0000, Ryan C. Gordon wrote:

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.

On 2019-09-20 20:48:40 +0000, Ryan C. Gordon wrote:

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.

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