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minimize glDrawElements or glBindBuffer...?


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#1 Funkymunky   Members   -  Reputation: 594

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Posted 26 December 2012 - 04:24 PM

I'm doing VBO based rendering.  Which should I minimize, switching between the active VBO or the number of draw calls?



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#2 santa01   Members   -  Reputation: 307

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Posted 26 December 2012 - 05:52 PM

OpenGL standard doesn't describe how VBO binding should be implemented internally, I guess this would be vendor specific, whereas reducing draw calls would give you an average performance boost.



#3 powly k   Members   -  Reputation: 632

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Posted 26 December 2012 - 08:58 PM

Why can't you minimize both? You pretty much only need a VBO and draw call per every different kind of a shader you're going to use.



#4 mhagain   Crossbones+   -  Reputation: 7452

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Posted 27 December 2012 - 02:44 AM

You don't even need a VBO per-shader, you could in theory have one big VBO containing all of your scene geometry and then adjust the params of your draw calls to use the appropriate ranges within it.


It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.





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