This program allows to see if 3d vehicles respect a certain standard or not. This is why I need to image my floor like a matrix based on tiles and know with precision which of them are hard and soft shadowed.Originally Posted by Dark Photon
- Because I thought it could be much faster keeping all data on graphic card and merge all the shadow-set from there, without reading everytime the RBO/Texture to a buffer and sending it everytime back the to the cpu.Originally Posted by Dark Photon
- Because reading around, they say RBO are faster (like here )
However, I would like to underline that this is just my impressions and since I am a newbie in OpenGL I am totally open to suggests/ideas
Ok, but would this require to use OpenGL 3+? Because I was told to start with OpenGL 2 since it is easier for beginners. Do you think GL/GLSL and OpenGL 3 is too much? I am also asking, because it looked to me like the most of tutorials on the web are for the 80% based on the OpenGL 2 and 1.Originally Posted by Dark Photon
Actually I was trying to render a 5 milions of triangles, but I had some problem with the VBO allocation (I could not create a single VBO with more than 2M), so at the end I just allocate 3 VBOs and render them sequentially. It was quite slow, but could be depend on the crap 9400 GT that I am using?Originally Posted by Dark Photon
Btw this could depend on java and 32-bit system. I am going to check on a 64b windows in the next future.
Thanks for the link, I am going to see it laterOriginally Posted by Dark Photon




, I spent over one year on Cuda, developing a custom program that speed up Zero-Knowledge proof that require thousand of multiplications between large numbers. And based on what I looked around, OpenCL is pretty similar.. So this should not be a problem.