Re: vbo - DrawArrays - threading question
Posted by
rtayek on
Sep 06, 2012; 2:33pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026032.html
At 01:13 AM 9/6/2012, you wrote:
>Hi You can do several VBOs, one for vertices, one for colors, etc...
can you give me a link that has an example?
>I used glMapBuffer in 2010, keep in mind it might fail and it has an
>impact on performance.
i'm not sure what glMapBuffer() does. i was just using wades example.
i think i could make the vertex buffers and copy them once and not
use glMapBuffer().
>It is nice for streaming and displaying very large meshes in my
>case. Please can you elaborate? Why do you want to use that?
>Julien Gouesse
http://tuer.sourceforge.nethttp://gouessej.wordpress.commy app is for a radar. the data comes in in a wedge shaped area that
sweeps around the screen. the vertices are constant (1024x1024)
unless we are panning or zooming. the colors change. the sweep period
is 2 seconds. the user wants a smooth display.
i have tried the 1024x1024 using image and texture
(
http://forum.jogamp.org/vbo-draw-elements-vs-image-draw-pixels-strange-difference-td4026002.html)
and they all seem slow doing all of the pixels at once, so i thought
i would try breaking it up into pieces (the data comes to me in 400
pieces anyway).
thanks
---
co-chair
http://ocjug.org/