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Member Since 11 Apr 2012
Offline Last Active Yesterday, 12:23 AM

#5179124 Handling VAOs in GL 4.5 with DSA

Posted by on 09 September 2014 - 12:14 PM

From http://www.opengl.org/wiki/Vertex_Specification, which makes sense:


Separate attribute format (ARB_vertex_attrib_binding)
Notice that the stride is uncoupled from the vertex format itself here. Also, stride​ can no longer be 0. This is because OpenGL doesn't know the format of the data yet, so it can't automatically compute it.

#5014890 Which situation is more optimal for sprite batching?

Posted by on 27 December 2012 - 05:17 PM

Usually the transformation is calculated outside of the shader, because the shader has to do it repeatedly for each vertex and you have a much better control of the calculations this way. You can also optimize it (e.g. with SSE) for max performance and so the CPU and GPU work perfectly side by side.

There is a nice article from Jari Komppa about this topic: http://sol.gfxile.net/instancing.html

Best regards
- Martin