use a DirectByteBuffer pool in GLRenderer

This commit is contained in:
Hannes Janetzek
2013-06-25 07:23:14 +02:00
parent 75ef8f83e1
commit 52b2fadd7d
5 changed files with 101 additions and 110 deletions

View File

@@ -4,7 +4,6 @@ import org.oscim.awt.AwtGraphics;
import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.GLAdapter;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
@@ -26,7 +25,6 @@ public class Main {
CanvasAdapter.g = AwtGraphics.INSTANCE;
GLAdapter.INSTANCE = new GdxGLAdapter();
Tile.SIZE = 256;
GLRenderer.alwaysAllocBuffer = true;
new SharedLibraryLoader().load("vtm-jni");