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Don't allocate VertexArray or TransformFeedback objects until binding. · 36167ab3Geoff Lang authored
Follow the spec more closely and only reserve IDs of vertex arrays and transform feedback objects before binding. This saves memory and allows the glIs* calls to succeed. BUG=angleproject:1218 BUG=angleproject:1101 Change-Id: I0039680c39c66c1c5506f6a1a9121a71791b77e9 Reviewed-on: https://chromium-review.googlesource.com/316591Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
36167ab3
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