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Member Since 15 Jun 2006
Offline Last Active Yesterday, 02:10 PM

Topics I've Started

OpenGL windowing UI - rendering options.

19 August 2009 - 09:44 AM

OK, I'm starting to ponder UI options. The UI is actually quite complicated (several windows, complex widgets), so I'm weighing up a couple of options; Option 1 is to go with an OpenGL rendering UI toolkit like Crazy Eddy's. This has the downside that I'll have to implement some complex widgets -- none of the libraries I've see have them. Option 2 is to use Qt and put the GL renderings into windows and have the game as a desktop app. I still have to implement some of the more complex widgets but I've got a fairly rich starting point and experience with Qt. Option 3 is that I already HAVE implementations of most of the widgets as raw X11 stuff from a previous project. I could retarget that to draw into RGBA textures fairly easily. However, I'm not sure how people implement those latter sorts of systems; I can think of two approaches; one is to have a separate texture for each window, which are drawn as quads onto the display. The other is to have one massive texture which covers the screen and draw my windows into that (redrawing things when they move). So my question is -- what approaches do other people take to put window-system-like HUDs over the display?

Vertex buffer management.

13 January 2009 - 11:56 PM

Is there any sensible way to determine a reasonable number of vertex buffers to expect to be able to host? Basically, it seems that it would be crazy to (for example) allocate one for every single tree object on a map containing 100,000 trees. So some sort of least recently used allocation of them would seem sensible. I'm just wondering how to size that pool. Obviously it needs to be greater than the number of renderable objects in the scene at any given point in time to be efficient -- but is there any way to find out if the GL implementation is going to struggle if I allocate 1000 or 100,000 or a million or however many?