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Re: Jogl code typical structure

Posted by gouessej on Jan 08, 2015; 4:38pm
URL: https://forum.jogamp.org/Jogl-code-typical-structure-tp4033822p4033825.html

You can delete VBOs and release their native resources when you no longer need them.

If your bins have completely different sizes and vertices, you can't use mesh instancing, some of my suggestions aren't suitable :s If you use exactly the same model of bin/pallet/whatever at multiple locations, then they are still suitable. Please can you clarify this aspect?

I don't advise you to use build-in OpenGL picking or color picking, we already had a very long discussion about that in this forum.

If you can't use mesh instancing, shaders won't be absolutely necessary to improve the performance. I advise you to look at elect86's examples in the wiki.

Finally, you can implement several kinds of culling to send less geometry to the graphics card(s), for example contribution culling, frustum culling, ...
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