When i create the open gl context. I set auxialiary buffers to 0, but when i run the application in gdebugger. It still is creating the Aux buffers. Is there anyway to force it not to create those buffers since i am not using any of them.
The topic says it all. In DirectX 9 you can create a Vertex/Index buffer and then when you map it you give it an hint to tell it how you are going to access the buffer, easy to use. In DirectX 11 on the other hand we can no longer specify the map type unless CPUAccessResource is set to either Read,Write or Read/Write which is ok. But the problem comes from whenever you have a READ/WRITE resource the resource cannot be bind to anything. DX11 Provide different Access flags, but there is no flags that I can set where I can access the resource as a Read/Write on the CPU and at the same time have it bind to an vertex or index buffer. So how in DirectX11 are you supposed to create a buffer that you want to READ/Write from on the CPU side and be able to use that same buffer to render onto the screen. The buffer system in DirectX11 is definitely a step backward. If anyone has any idea, please let me know. Because right now the only way I can see to do that is to create an Staging resource and a Dynamic resource. Then copy staging resource data to the dynamic resource using an map. Doing that would force me to duplicate buffers, so I know there has to be a better way to do this.
I guess the topic says it all. I am working on a wrapper which looks very similar to DX11 but uses OpenGL in teh backend instead. I am trying to simulate the Binding system that directX11 uses in OpenGL. Currently the way i am doing it is that if you want to use the same resource for different stages in the pipeline i find myself duplicating the buffers for each Bind instead of reusing the same Index, and whenever one of the index change it updates all the other buffers to match the data in the one that change. I am just posting this to see if anyone might have a better idea on how to approach this, or if this will be even possible under opengl since each resource can only be mapped to an single object type.
This is a quick question i wanted to ask and see how other are handling this. In my engine on every update i scan for all the visible objects in the Octree and store them in array. Then i iterate over each object and for each object i check how many lights affects it. For each lights that affects the object i put it in his own depth map. Once i am done, i interate over all the lights and perform shadown mapping for each light. For some reason this does not sound too optimal to me, so i was wondering how other people are doing it. Is there a better way of doing this.