VBO Question
It's a good idea to use formats that are typically accelerated by GPUs.
For example :
3 floats per vertex
4 ubyte per color
Most importantly, don't call glBindBuffer when you don't have to. That will reduce performance on some cards.
Also, interlace your data. Make 1 VBO that contains the vertex and colors.
Do you really have static data, or is it dynamic?
For example :
3 floats per vertex
4 ubyte per color
Most importantly, don't call glBindBuffer when you don't have to. That will reduce performance on some cards.
Also, interlace your data. Make 1 VBO that contains the vertex and colors.
Do you really have static data, or is it dynamic?
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