From ef3aaacbc28e4e3728c12beeaec2784c94aa2647 Mon Sep 17 00:00:00 2001 From: Mark Vejvoda Date: Sun, 6 Feb 2011 00:46:40 +0000 Subject: [PATCH] - reverted back to original surface rendering due to memory issues that need to be looked at eventually --- source/glest_game/graphics/renderer.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index b86ba246..17280f56 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -1809,7 +1809,8 @@ void Renderer::renderSurface(const int renderFps) { Quad2i snapshotOfvisibleQuad = visibleQuad; - bool useVertexArrayRendering = getVBOSupported(); + //bool useVertexArrayRendering = getVBOSupported(); + bool useVertexArrayRendering = false; if(useVertexArrayRendering == false) { //printf("\LEGACY qCache.visibleScaledCellList.size() = %d \n",qCache.visibleScaledCellList.size()); @@ -1880,7 +1881,7 @@ void Renderer::renderSurface(const int renderFps) { int lastSurfaceDataIndex = -1; const bool useVBOs = false; - const bool useSurfaceCache = true; + const bool useSurfaceCache = false; std::vector surfaceData; bool recalcSurface = false;