I\'ve read that it is possible to draw multiple objects using a vbo and using single drawelements call.I haven\'t found any examples of this.Right now I\'m making a drawelements call 开发者_StackOverf
I am using point sprites to display a few ten thousand points, each with a different size. It works well, looks great and is quite fast. I\'m using a VBO with the coordinates and the sizes in it (4 fl
What is the best way to store dynamic data for use in VBO (or vertex arrays). Only examples I saw were 2D static arrays and the pointer to that array was used with next parameters as stride, bytes use
I\'m really not sure what to do anymore. I\'v made my application use VBO\'s and my cpu usage still goes into the 70\'s and 80\'s. My render proceedure works like this:
Hello I\'m trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I\'m using OpenGL ES 2.0 with shaders on the iPhone (should
I create a VBO in a function and I only want to return the VBO id. I use glDrawAr开发者_如何学JAVArays in another function and I want it to draw all the vertices in the VBO without needing to also pa
My Vertex Buffer Object code is supposed to render textures nicely but instead the textures are being rendered oddly with some triangle shapes.
I am making a 2D game with OpenGL. I would like to speed up my texture drawing by using VBOs. Currently I am using the immediate mode. I am generating my own coordina开发者_如何学Gotes when I rotate
Haskell is about computation by calculation of values. DisplayLists / FBOs / VBOs are very very stateful by nature. I.e. \"give me a display list /开发者_运维问答 buffer object\".
I\'m looking to get some additional performance (FPS) increases on my iPhone App.I\'m already using interleaved data, GL_SHORT and a single texture atlas.See this question for details of what I\'ve al