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Re: vbo - DrawArrays - threading question

Posted by rtayek on Sep 06, 2012; 11:02pm
URL: https://forum.jogamp.org/vbo-DrawArrays-threading-question-tp4026028p4026036.html

At 02:44 PM 9/6/2012, you wrote:
>Look at how we support VBOs in Ardor3D, it's open source.

i'll take a look at it.

>But you can put everything into the same VBO if it is easier for you.

i have it that way now. but since the vertices are constant, i will
split it up later.

>  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.

so using glMapBuffer is directly creating a VBO?

>  However, this operation may fail.

eek. maybe i will avoid it after all.


>Using VBO with vertices and colors should be faster than creating
>and updating a texture,

i did some timing, but the results are confusing:
http://forum.jogamp.org/over-80-of-time-is-in-AWTAnimatorImpl-display-amp-GLDrawableHelper-displayImpl-td4026033.html

>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.
>Julien Gouesse http://tuer.sourceforge.nethttp://gouessej.wordpress.com

yes, i am getting sub millisecond times for the cpu when i render.

thanks



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