Similar Threads:
1.Changing vertex color after vertex buffer and index buffer definition
Hi,
Say you have this custom vertex structure:
struct CUSTOMVERTEX
{
float x, y, z;
DWORD color;
};
Is it possible once you've defined values for a vertex
buffer using that structure to subsequently change the
color for a vertex that you defined? If so, how?
Thanks :)
2.Vertex buffers, using glut
Hi,
I'm trying to work out how to use vertex buffers using the
GL_ARB-vertex_buffer_object extension. I have been working in linux
using glut, but trying to stay as portable as possible.
Anyway, I'm trying to work out how to load the functions needed. There
are lots of web resources on how to do it using SDL library, but I can't
find how to do it without using SDL.
I thought I could use glutGetProcAddress(...), but on one linux setup it
said 'glutGetProcAddress' undeclared even though I included <GL/glut.h>.
I also was not sure what type it would return.
I see in Windows it's something like
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)
wglGetProcAddress("glBindBufferARB");
If I just use glXGetProcAddress, can I do something similar? What do I
use as the return type (instead of PFNGLBINDBUFFERARBPROC)?
Thanks for your help.
3.Animation using Vertex Buffer Objects
If I want to animate a large model stored in a VBO, does that mean I
have to map the buffer to change the value every frame of animation?
It seems like that would drop the framerate considerably.
4.vertex buffer, index buffer
there is setup time internally both for a VB and for a particular
FVF/components. its less if you stay with the same format/stride, but there
is still some cost with switching just the VB.
minimize it if you can without heroic rewriting, but dont worry about it if
its a huge rewrite unless you measure thats a significant factor in your
particular performance signature.
tools are required for measurement. VTune or other static performance
analysis tool and a dynamic analysis tool like Pix that shows your API usage
per frame is good, you can zero in on most issues that way.
"Hanna-Barbera" < XXXX@XXXXX.COM > wrote in message
news: XXXX@XXXXX.COM ...
> Hi,
>
> Does switching VB and IBs a lot cost too much?
> Is it better to store multiple things to be rendered in one VB/IB?
> Is it considered one of the costliest things, that must be dealt with.
> What about the size of the buffers.
> I know 16 bit indices are recommended, which is what I use.
>
> I know my question is abstract, but I would like to know in relative
> terms,
> compared to swithcing textures, switching shaders, and so on.
>
> Right now, my engine may be switching texture, and VB and IB per object.
> Shader are not switched so often cause the object's share the same shader.
>
> Thanks
>
>
5.Vertex buffer problems
6. performance problem of the vertex buffer
7. Large Vertex Buffers and Vertex Streams?
8. Vertex Arrays, Vertex Buffer Objects