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Actually copy existing buffer data to temporary memory region in VBO::map().
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@@ -131,13 +131,14 @@ namespace opengl
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mapped = malloc(getSize());
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if (!mapped)
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throw love::Exception("Out of memory (oh the humanity!)");
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glGetBufferSubDataARB(getTarget(), 0, getSize(), mapped);
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return mapped;
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}
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void VBO::unmap()
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{
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glBufferSubDataARB(getTarget(), 0, getSize(), (void*)mapped);
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glBufferSubDataARB(getTarget(), 0, getSize(), mapped);
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free(mapped);
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mapped = 0;
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}
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