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VBO glMapBuffer vs. glBufferSubData



I have some extremely large meshes that I'm creating VBOs for (each VBO is about 16 MB in size). Sometimes, I wish to interactively update only a few poly positions. When I was using VARApple, I would simply directly write to the proper pointers to update the vertex data for those few polys, and then draw. Worked great and fast. For VBOs however, I have been mapping in the VBO, updating the values at the correct offset, then unmapping and drawing. This results in a huge performance hit (about 35% on my G5, but much much worse on G4). So I was wondering if it might be better to use glBufferSubData to update the new vertex data for the few polys - does this method have a faster path? Or does it pretty much do the same thing I was doing using mapbuffer? How do VARApple do this?

- Matt

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