The limitation of OpenGL 4.1 imposed on Mac OS was effectively worked around by eliminating the use of indirect rendering.
The approach for doing this is suboptimal in that it turned into multiple draw calls using the indirect rendering information.
We should instead optimise for this case by eliminating the use of the indirect buffer completely. Instead we can manage the index buffer so that we can simply draw consecutive indexes in the buffer.
The limitation of OpenGL 4.1 imposed on Mac OS was effectively worked around by eliminating the use of indirect rendering.
The approach for doing this is suboptimal in that it turned into multiple draw calls using the indirect rendering information.
We should instead optimise for this case by eliminating the use of the indirect buffer completely. Instead we can manage the index buffer so that we can simply draw consecutive indexes in the buffer.