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.
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.
There's a big article on related subjects here : http://www.**--****.com/ I hope that helps a bit.
1.Vertex Arrays, Vertex Buffer Objects
Hi list. I implemented rendering using display lists, vertex arrays, and vertex buffer objects. And guess what was the faster ? ... display lists ! It should mean that I implemented badly those array stuff. For the VBO part, I'm quite sure that today drivers are not correctly implemented - systematically crash on some ATI hardware, even if extention is detected, poor perfs on nVidia. After all, it runs as fast as plain vertex arrays. For the VA part ... I guess all static geometry could be rendered using glLockArray() ... ? I think this is called compiled vertex array ? Is this an improvement compared to plain vertex arrays ? Will I have to go to VAR to achieve correct perfs ? Thx for enlightments SeskaPeel.
2.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 :)
3.Multiple objects in a single vertex buffer.
The book I'm reading shows as illustration example, multiple objects in a single v-buffer. These more primitive though: sphere, box and a cylinder. Is it wise to have a v-buffer handle more than one object?
4.how scale a pVB vertex buffer object ?
I have a vertex buff obj, it's a meshed(tessulated) square in D3DX8, Vertex *v; g_pd3dDevice->CreateVertexBuffer( g_nTriCount*3*sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pWallVB ); g_pWallVB->Lock( 0, 0, (BYTE**)&v, 0 ); float dX = 1.0f/(g_nNumVertsX-1); float dZ = 2.0f/(g_nNumVertsZ-1);//dz=1.0f/ int i = 0; for( int z = 0; z < (g_nNumVertsZ-1); ++z ) { for( int x = 0; x < (g_nNumVertsX-1); ++x ) { v[i].p = D3DXVECTOR3(10*x*dX, 0.0f, 10*z*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; v[i].p = D3DXVECTOR3(10*x*dX, 0.0f, 10*(z+1)*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; v[i].p = D3DXVECTOR3(10*(x+1)*dX, 0.0f, 10*(z+1)*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; v[i].p = D3DXVECTOR3(10*x*dX, 0.0f, 10*z*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; v[i].p = D3DXVECTOR3(10*(x+1)*dX, 0.0f, 10*(z+1)*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; v[i].p = D3DXVECTOR3(10*(x+1)*dX, 0.0f, 10*z*dZ ); v[i].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); ++i; } } g_pWallVB->Unlock(); How can I rescale its size.
5.Vertex buffer objects: how to improve speed further ?
6. GL_OUT_OF_MEMORY ( vertex buffer objects )
7. Missing Function Definitions for Vertex Buffer Objects (VBOs) on Linux
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