properly. This should fix failure to use vertex arrays in OSX with high polycounts. Note this will not suffice as a fix when we move to VBOs exclusively (GL 3+), we'll have to think of some way to separate huge meshes to many VBOs.
properly. This should fix failure to use vertex arrays in OSX with high polycounts. Note this will not suffice as a fix when we move to VBOs exclusively (GL 3+), we'll have to think of some way to separate huge meshes to many VBOs.