VBOs are suggested for every snippet because they are literally the only way to send data to the GPU from OpenGL 3.3 (every other buffer type is just syntactic sugger).
Dynamic data needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing, and render them all with one call.
Drawing them one by one will probably be as slow as software rendering.
Drawing any count of quads for a uniform tile map (where every quad is the same size) is incredibally fast and memory conversative with instancing, so it's preferable if you have the hardware.
I can post some relevant code later on when I have access to my computer, if you want.
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#3wolfscaptain
Posted 04 July 2012 - 02:29 AM
VBOs are suggested for every snippet because they are literally the only way to send data to the GPU from OpenGL 3.3 (every other buffer type is just syntactic sugger).
Dynamic data needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing, and render them all with one call.
Drawing them one by one will probably be as slow as software rendering.
Dynamic data needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing, and render them all with one call.
Drawing them one by one will probably be as slow as software rendering.
#2wolfscaptain
Posted 04 July 2012 - 02:28 AM
VBOs are suggested for every snippet because they are literally the only way to send data to the GPU from OpenGL 3.3 (every other buffer type is just syntactic sugger).
Dynamic data needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing.
Drawing them one by one will probably be as slow as software rendering.
Dynamic data needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing.
Drawing them one by one will probably be as slow as software rendering.
#1wolfscaptain
Posted 04 July 2012 - 02:26 AM
VBOs are suggested for every snippet because they are literally the only way to send data to the GPU from OpenGL 3.3.
Dynamic data these days needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing.
Drawing them one by one will probably be as slow as software rendering.
Dynamic data these days needn't be dynamic data in most cases these days, since you can do all sorts of nifty tricks with shaders.
As to a 2D map of quads - just generate the data for all of them, or use instancing.
Drawing them one by one will probably be as slow as software rendering.