Jump to content

  • Log In with Google      Sign In   
  • Create Account

radioteeth

Member Since 19 Oct 2005
Offline Last Active Today, 01:30 AM

Posts I've Made

In Topic: Weird particle lag?

12 December 2014 - 09:17 PM

enabling/disabling GL_VERTEX_ARRAY for each single particle is a red flag.

 

using individual VBOs for each particle is a red flag.

 

Update the positions of all your particles and dump that to a single VBO in a single glBufferSubData call. Then render all of them with one single DrawElements call. Doing all these state changes and stuff for each individual particle is not going to work.


In Topic: How 'in terms of structure' do I use my shader?

06 December 2014 - 03:16 AM

You only need to call the shader.setVariable just before you bind the shader, then you can do all your calls (binding different textures to your texture units, etc) but can leave those setvariable calls out. So long as you are only using one shader for all your draw calls, this will work just fine. Then you can have a single shader.begin and shader.end surrounding all your texture binds and render calls.


In Topic: Super Cool Effects

28 November 2014 - 04:51 PM

particle systems and blending.


In Topic: Live re-sampling playback speed changes using SDL mixer?

19 November 2014 - 01:47 AM

what was so hack about your solution?


In Topic: So Many Texture Units!

15 November 2014 - 08:33 PM

Try your performance with giving each texture its own unit.


PARTNERS