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AndyEsser

OpenGL FBO, VBO's and any other BO's

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Erm, quick question, I've been doing all my OpenGL using glvertex3f, but I've since discovered through reading threads on this forum that that can get very slow when using large amount of polygons. Any chance any can quickly explain exactly what FBO's are etc??

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FBOs aren't relevant. VBOs, however, are critically important. Learn about vertex arrays first, and then step to VBO.

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The difference between your normal vertex calling and VBO is simply where it's located in memory. When you call the glVertex3f function, you are supplying data from RAM. VBO's take data and put it on the VRAM (video card) where they can be used. Unfortunately, VBO's are much more limited than normal calls, so any manipulation must be done in a shader. Vertex arrays provide a faster system of passing data. The combination of these two create extream speed. I don't know if you've noticed, but go to NewEgg.com and take a look at the more modern bulky video cards, especially the memory. You see how there is 128+ MB usually? Space for information, and if you look at the RAM speed, it's DDR2 and DD3, even GDDR3, offering amazing speeds! It's around 1205 mhz on my friend's, that's 3 times the speed of normal RAM! Plus some video cards are creating a parallel access system to VRAM, even cooler.

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