minimize glDrawElements or glBindBuffer...?

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2 comments, last by 21st Century Moose 11 years, 3 months ago

I'm doing VBO based rendering. Which should I minimize, switching between the active VBO or the number of draw calls?

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OpenGL standard doesn't describe how VBO binding should be implemented internally, I guess this would be vendor specific, whereas reducing draw calls would give you an average performance boost.

Why can't you minimize both? You pretty much only need a VBO and draw call per every different kind of a shader you're going to use.

You don't even need a VBO per-shader, you could in theory have one big VBO containing all of your scene geometry and then adjust the params of your draw calls to use the appropriate ranges within it.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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