why two vertex buffers ?

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 Dear All,

In intel 3D driver, It seems there are two vertex buffers? one is "struct intel_buffer_object" (VBO), which catches all vertex
building and drawing commands, such as glVertex3f; Another is "struct prim" in "struct intel_context", into which functions like intel_draw_triangle accumulate vertex. So why exist two vertex buffers? What's the difference ?

Thanks,
Jacky

 
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