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Opengl 4.3 best ways to deal with vertex data
Opengl 4.3 best ways to deal with vertex data









opengl 4.3 best ways to deal with vertex data opengl 4.3 best ways to deal with vertex data

In Vertex Array Performance benchmark, we're shown that baked VAOs beat a single global VAO.I've hit a big giant wall, which are the VAOs.įirst, a couple of background: VAOs are mandatory in G元+, they force coupling of vertex buffers (VBO in GL jargon), index buffers (Element arrays in GL jargon) and vertex declaration (VertexDeclaration in Ogre jargon). So, I'm refactoring the OpenGL 3+ code so that it's no longer dead slow (and by extension, GLES 2, although to a lesser extent as some features aren't available).











Opengl 4.3 best ways to deal with vertex data