Re: vbo - DrawArrays - threading question
Posted by
gouessej on
Sep 06, 2012; 9:44pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026035.html
Look at how we support VBOs in Ardor3D, it's open source. But you can put everything into the same VBO if it is easier for you.
glMapBuffer maps the data store located in the GPU in your physical memory. If you don't want to modify the content of a VBO very often and to use less physical memory, you can directly create a VBO without using a NIO buffer whose memory is allocated in the native heap. However, this operation may fail.
Using VBO with vertices and colors should be faster than creating and updating a texture, I already had to do that at work in 2010 for a 2D hardware accelerated map. It was really very smooth even when zooming :) Even a trivial implementation should be enough in your case, the vertices for the quads or triangles representing your grid (1024*1024) and their colors.