vertex deceleration in OpenGL
can i create vertex deceleration in OpenGL (OGL 2 or 3)( like as d3dx) instead calling vertex attrib pointers in every draw call ?
can i create vertex deceleration in OpenGL (OGL 2 or 3)( like as d3dx) instead calling vertex attrib pointers in every draw call ?
vertex "deceleration" is simple. Make sure you use unaligned and bloated vertex data in cache unfriendly order.
A "not as far as I know" to the question you probably meant to ask about vertex format declarations.
Vertex Array Objects perform a similar function to vertex declarations (D3D10/D3D11) and Flexible Vertex Formats in D3D9.
It means when it comes to drawing, you bind a Vertex Array Object and your buffers and just call DrawElements.
It means when it comes to drawing, you bind a Vertex Array Object and your buffers and just call DrawElements.
http://www.opengl.org/wiki/Vertex_Arrays
http://www.opengl.org/wiki/Vertex_Formats
http://www.opengl.org/wiki/Vertex_Array_Object
and so on
Example with VAO
http://www.opengl.org/wiki/Tutorial1:_Rendering_shapes_with_glDrawRangeElements,_VAO,_VBO,_shaders_%28C%2B%2B_/_freeGLUT%29
http://www.opengl.org/wiki/Vertex_Formats
http://www.opengl.org/wiki/Vertex_Array_Object
and so on
Example with VAO
http://www.opengl.org/wiki/Tutorial1:_Rendering_shapes_with_glDrawRangeElements,_VAO,_VBO,_shaders_%28C%2B%2B_/_freeGLUT%29
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