Wumpf/terrainwatersim

Get rid of implicit syncs

Opened this issue · 0 comments

Wumpf commented

Recently I realized that in many of my recent GL creations Map-commands are performed which do not orphan objects that are still in use. The result is of course an implicit CPU/GPU syncs.
I'm quite sure terrainwatersim is full of that and can get much better performance without..

https://www.opengl.org/wiki/Buffer_Object_Streaming