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#ActualBrother Bob

Posted 22 July 2013 - 12:02 PM

I'm trying to understand more about how Vertex Buffer Objects work

 

I thought that this little part needs to be addressed as well since you mentioned it.  If you were to initialized a vertex as follows with normals and texCoords, then this "model" would definitely be stored in the main system RAM, not in the GPU RAM. 

 

GLfloat modelName[] = {1.0, 1.0, 1.0, 1.0, 1.0 , 1.0, 1.0, 1.0};

 

Now if you were to assign this vertex to a VBO then this model would be sent to the GPU RAM, if the GPU supports this.  Otherwise, if the GPU does not support VBO's then it will still go to system RAM.  These days it's safe to say that it will go to the GPU and as a consequence can be processed much faster.


#2marcClintDion

Posted 22 July 2013 - 03:05 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#1marcClintDion

Posted 07 July 2013 - 01:22 AM


I'm trying to understand more about how Vertex Buffer Objects work

 

I thought that this little part needs to be addressed as well since you mentioned it.  If you were to initialized a vertex as follows with normals and texCoords, then this "model" would definitely be stored in the main system RAM, not in the GPU RAM. 

 

GLfloat modelName[] = {1.0, 1.0, 1.0, 1.0, 1.0 , 1.0, 1.0, 1.0};

 

Now if you were to assign this vertex to a VBO then this model would be sent to the GPU RAM, if the GPU supports this.  Otherwise, if the GPU does not support VBO's then it will still go to system RAM.  These days it's safe to say that it will go to the GPU and as a consequence can be processed much faster.


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