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Timeline for Camera and multiple shaders

Current License: CC BY-SA 3.0

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Feb 4, 2018 at 17:48 comment added Felix @NicolBolas Thank you for the info, I'm very much a beginner, so I was just glad this worked. Now I can move on to optimise. Does MapBufferRange perform better even when updating the whole buffer? What is used from a decade ago besides the layout binding?
Feb 4, 2018 at 16:22 comment added Nicol Bolas This code is very poor overall. It relies on OpenGL stuff from a decade ago. There's no use of layout(binding for setting the UBO location, you're using glMapBuffer instead of glMapBufferRange. Also, it ignores all buffer object streaming techniques, so you're pretty much guaranteed to kill your performance.
Feb 4, 2018 at 15:07 history answered Felix CC BY-SA 3.0