u32 size = 50000 * sizeof( struct vg_lines_vert );
vg_lines.vertex_buffer =
- vg_create_linear_allocator( vg_mem.rtmemory, size );
+ vg_create_linear_allocator(vg_mem.rtmemory, size, VG_MEMORY_REALTIME);
glBufferData( GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
glBindVertexArray( vg_lines.vao );