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Type: Posts; User: Beiufin

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  1. If you can, using a VBO is most efficient (see my...

    If you can, using a VBO is most efficient (see my other noob thread here). In my case I has to have this program perform on older machines so I ended up using a Vertex array. My issue with the vertex...
  2. Millions of points with new ones being added...

    Millions of points with new ones being added rapidly. I cant really afford to manually iterate through them every frame due to cost. I would prefer to store them in a struct for easy sorting. Whats...
  3. If I were to pack my arrays of positions into a...

    If I were to pack my arrays of positions into a vector, i.e vector<float[3]*> would VertexPointer be able to iterate through it properly? If not, would it be able to read a vector<float> similar to...
  4. Vertex Array drawing random points and colors

    The issue is when I try to render my list of Vertices using the code below, the points are not rendered properly The first point in the deque is always correctly rendered. The rest of the points...
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    I have divided my points into multiple deques...

    I have divided my points into multiple deques (for orginization purposes), originally I was just going to use memcpy to add them all to the same array each frame and draw that... Is it better to put...
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    So what are my alternatives to glMapBuffer? I am...

    So what are my alternatives to glMapBuffer? I am having the code throws an excpetion because (obviously) without glMapBuffers memcpy attempts to copy to a NULL destination.

    Could (should) I just...
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    Ah display list is simple enough and looks like...

    Ah display list is simple enough and looks like it will suit my needs perfectly!

    I have a couple more questions about efficiency though (I hate to keep bothering you guys with these "newbie"...
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    I have an overlayed grid that only changes when a...

    I have an overlayed grid that only changes when a zoom in or out occurs. Drawing it requires only about 1000 vertices. Whats the most efficient way of drawing these rarely updating verticies (The...
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    Turns out I only have access to OpenGL 1.4 with...

    Turns out I only have access to OpenGL 1.4 with ARB extenstions. Should I skip VBO and just use standard vertex arrays?

    (glBindBuffer, GL_ARRAY_BUFFER, and a few others are undefined in this...
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    What do you mean if I dont have glMapBufferRange...

    What do you mean if I dont have glMapBufferRange avaliable?
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    Due to lack of understanding the benefit in this...

    Due to lack of understanding the benefit in this situation I probably wont use it in this program, but what would I change?

    Would it just be a matter of using glVertexAttribPointer inplace of...
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    Ah, I cannot thank you enough. That code cleared...

    Ah, I cannot thank you enough. That code cleared so much up about Buffer Objects and how to implement them!

    You mentioned the built in vertex atributes... I opted not to use them because I really...
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    I have never used a Buffer object setup before so...

    I have never used a Buffer object setup before so I have a few questions bout where to place certain functions.

    From what Ive read, I know Ill need to call:
    glGenBuffers
    glDeleteBuffers...
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    Buffer vs immediate

    I have a stream of points coming in. I need to know which method is the best way to render them.

    I know VBO is much much more efficient than using immediates, but as I said I have a constant...
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    Alright so Ill use modelview matrix...

    Alright so Ill use modelview matrix transformations (glTranslate) for point movement but I still have to initially set glOrtho right?
    and If I wanted to zoom in and out I would have to change...
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    Updating Ortho vs Updating Vertices

    Im writing a program that displays a stream of coordinates. The program is designed to center on the newest point. This means that the points are constantly moving (relative to the screens coordinate...
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