Ignore buffer cycling until the first frame is rendered #274
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I have no idea why this works but it works.
The sprite batcher submits a flurry of
s_update_buffer
in the first frame and due to SDL's cycling it creates a huge number of spare buffers.But after the first frame, there is only one update per frame.
This is why frame rate has zero effect on resource usage because everything is decided on the first frame.
SDL's buffer cycling indeed works: It keeps reusing the gazillions of buffers created on the first frame.
The workaround is to ignore cycling on the very first frame.
There is nothing inflight so there is no chance of corruption.
Resource usage even on the RAM side is tiny now.
I think there should be a better fix if the sprite batcher is better understood.