…only using Vertex Buffer Objects now, which is compatible with all versions of OpenGL ES 2.0 and forward.
This may make a fraction of a microsecond difference in code execution, but that code is executed only once per eye per frame.
This avoids us having to split into two different #ifdef code paths, one for GLES 2.0 and another for the rest of OpenGL.
…only using Vertex Buffer Objects now, which is compatible with all versions of OpenGL ES 2.0 and forward.
This may make a fraction of a microsecond difference in code execution, but that code is executed only once per eye per frame. This avoids us having to split into two different #ifdef code paths, one for GLES 2.0 and another for the rest of OpenGL.