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About Spck

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  1. I really appreciate your advice, thanks!
  2. Thanks, everything's more clear now. I've been looking around and haven't been able to find any examples of managing the memory inside the VBO. Does anyone know any source I could look at to get a better understanding of the subject?   EDIT - I feel like I should explain what I'm trying to do. I'm making a simple 2D game. There might be maybe 100 quads on screen at one time, and there will only be one large texture made of mutliple .pngs. If I wanted to add a game object at run time, I'd need to add a rendering component containing the vertex data (position and texture coords).   Would it be best to just add/delete each game object as a new VBO? Or should I used the memory managament method Bob described with a single VBO?     I'm attempting to write code that code be the basis for further development, so I'm trying not to use any bad practices. This is purely for education purposes as I find programming, and specifically graphics programming to be incredibly fascinating.
  3.   You can pass a translation matrix as a uniform variable to a shader and render one object twice with different matrices.   Just to clarify, since I'm horribly new to graphics programming. Hypothetically, if I wanted 10,000 2D right triangles all with the same texture coordinates, I would only need 1 set of data in the VBO? (edit)   Could you explain how this would differ if I had multiple different shapes/textures?  2 2D shapes + same texture = 2 sets of data? 2 2D shapes + 2 textures = 4 sets of data? 3 2D shapes + 2 textures = 6 sets of data?   Really having a tough time wrapping my head around, thanks for the help.
  4. I was originally thinking just that, but I'm making a simple 2D game and only using textured quads. Everything I've been reading has basically stated it's considerably more efficient to stick them into one VBO instead of many.   Also, I feel like I'm missing something important here. If I have 2 objects, both exact copies except for position, is there a simpler way to render them besides passing the data twice?
  5. I'm new to Modern OpenGL and have been following a handful of tutorials online. I'd appreciate some clarification on a few things so my head doesn't explode. None of the tutorials speak of adding/removing data from VBOs once the buffer has already been filled. I could really use some assistance.     So let's say I have 2 objects, each with vertex data loaded into a single VBO as   [x, y, z, w,  r, g, b, a,  x, y, z, w,  etc]   What's the best practice to adding another object to the VBO? Copy the original VBO into a larger array, add the new vertex data, then bind the larger array as the VBO?   Also, how would I go about removing objects (all of their vertex data)? Destroy the VBO and create a new one? (Removing particular parts of the VBO is beyond me.)   As you can tell, I don't quite have a grasp on the concept. If someone could point me in the right direction I'd very much appreciate it.