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Posted 03 November 2012 - 07:58 AM
Posted 04 November 2012 - 04:19 AM
Posted 04 November 2012 - 04:33 AM
UBO is core since 3.1, so that would be the easiest choice if you're ok with learning 3.1's API.
D3D11 use constant buffer since OpenGL not (maybe UBO, I don't know new spec of OpenGL).
Edited by Hodgman, 04 November 2012 - 04:34 AM.
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