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Vertex Array Tutorial *EDIT* Now with VBOs! http://www.ferrousmoon.com:80/forums/viewtopic.php?f=45&t=2073 |
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Author: | eddieringle [Mon Sep 06, 2010 7:44 pm ] |
Post subject: | Vertex Array Tutorial *EDIT* Now with VBOs! |
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. |
Author: | Miah [Mon Sep 06, 2010 10:55 pm ] |
Post subject: | Re: Vertex Array Tutorial |
Quote: Is prophile happy yet?
Is he ever?
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Author: | eddieringle [Tue Sep 07, 2010 4:52 am ] |
Post subject: | Re: Vertex Array Tutorial |
Quote: Quote: Is prophile happy yet?
Is he ever? |
Author: | prophile [Tue Sep 07, 2010 8:17 am ] |
Post subject: | Re: Vertex Array Tutorial |
Pfft, vertex arrays without VBOs are deprecated. Actually, I think that tutorial's rather good, bravo. |
Author: | eddieringle [Tue Sep 07, 2010 10:10 am ] |
Post subject: | Re: Vertex Array Tutorial |
Quote: Pfft, vertex arrays without VBOs are deprecated.
Thanks. I'm working on a VBO tutorial, too, since I realized how similar they are to vertex arrays.
Actually, I think that tutorial's rather good, bravo. |
Author: | eddieringle [Tue Sep 07, 2010 12:56 pm ] |
Post subject: | Re: Vertex Array Tutorial *EDIT* Now with VBOs! |
Check the original post, there's a link to my VBO tutorial now. Criticism welcome. |
Author: | prophile [Fri Sep 10, 2010 7:32 pm ] |
Post subject: | Re: Vertex Array Tutorial *EDIT* Now with VBOs! |
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. |
Author: | eddieringle [Sat Sep 11, 2010 12:01 pm ] |
Post subject: | Re: Vertex Array Tutorial *EDIT* Now with VBOs! |
Quote: glBufferSubData isn't strongly recommended.
Why isn't it 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. 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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Author: | prophile [Sat Sep 11, 2010 2:26 pm ] |
Post subject: | Re: Vertex Array Tutorial *EDIT* Now with VBOs! |
Quote:
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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