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 Post subject: Vertex Array Tutorial *EDIT* Now with VBOs!
PostPosted: Mon Sep 06, 2010 7:44 pm 
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After adding vertex array (and VBO) support to Cerberus, I figured I knew enough to write a tutorial. Now, everything is nice and clear to me. Check out the tutorial here: Ditching Immediate Mode: OpenGL Vertex Arrays

Is prophile happy yet?

EDIT:

I also posted a VBO tutorial, which can be found here: Ditching Immediate Mode: OpenGL Vertex Buffer Objects

Reddit it pl0x.

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Last edited by eddieringle on Tue Sep 07, 2010 12:56 pm, edited 1 time in total.

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 Post subject: Re: Vertex Array Tutorial
PostPosted: Mon Sep 06, 2010 10:55 pm 
Just so you know, you brought this upon yourself. Dancefight.
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Is prophile happy yet?
Is he ever?


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 Post subject: Re: Vertex Array Tutorial
PostPosted: Tue Sep 07, 2010 4:52 am 
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Quote:
Is prophile happy yet?
Is he ever?
No. :|

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 Post subject: Re: Vertex Array Tutorial
PostPosted: Tue Sep 07, 2010 8:17 am 
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Pfft, vertex arrays without VBOs are deprecated.






Actually, I think that tutorial's rather good, bravo.

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 Post subject: Re: Vertex Array Tutorial
PostPosted: Tue Sep 07, 2010 10:10 am 
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Pfft, vertex arrays without VBOs are deprecated.






Actually, I think that tutorial's rather good, bravo.
Thanks. I'm working on a VBO tutorial, too, since I realized how similar they are to vertex arrays.

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 Post subject: Re: Vertex Array Tutorial *EDIT* Now with VBOs!
PostPosted: Tue Sep 07, 2010 12:56 pm 
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Check the original post, there's a link to my VBO tutorial now. Criticism welcome.

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 Post subject: Re: Vertex Array Tutorial *EDIT* Now with VBOs!
PostPosted: Fri Sep 10, 2010 7:32 pm 
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glBufferSubData isn't strongly recommended.

glMapBuffer is a better route for dynamic data, and for static data you're better off uploading all your data in the glBufferData call.

Also, it's generally a good idea to separate your different attributes into different VBOs: meaning, have a "vertex" VBO, a "tex coord" VBO, a "colour" VBO for each mesh.

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 Post subject: Re: Vertex Array Tutorial *EDIT* Now with VBOs!
PostPosted: Sat Sep 11, 2010 12:01 pm 
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glBufferSubData isn't strongly recommended.

glMapBuffer is a better route for dynamic data, and for static data you're better off uploading all your data in the glBufferData call.
Why isn't it recommended?
Quote:
Also, it's generally a good idea to separate your different attributes into different VBOs: meaning, have a "vertex" VBO, a "tex coord" VBO, a "colour" VBO for each mesh.
Yeah, wasn't sure which was the right way to go prior to writing the tutorial. My common sense told me that more VBOs == more overhead so I stayed away from it. However, I suppose using multiple VBOs is inevitable because it's required when using indices.

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 Post subject: Re: Vertex Array Tutorial *EDIT* Now with VBOs!
PostPosted: Sat Sep 11, 2010 2:26 pm 
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Why isn't it recommended?
Speed.

If you want to know what's fast and what's not, go on ##OpenGL on irc.freenode.net and talk to a guy who goes by several names, some of which are "glYoda", "feelgood" and "RTFM_FTW". He knows everything.

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