Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 3 of 3

Thread: Pooling PBOs?

  1. #1
    Intern Contributor
    Join Date
    Jan 2007
    Location
    Sweden
    Posts
    50

    Pooling PBOs?

    Is there any use in pooling PBO resources, even though they are orphaned? Or can I as well glGenBuffer, glBufferData, glDeleteBuffer when needed without much performance overhead compared to pooling?

  2. #2
    Senior Member OpenGL Guru
    Join Date
    May 2009
    Posts
    4,793

    Re: Pooling PBOs?

    Well, let's think about this.

    The best case scenario means that you will get no better performance than you would with pooled buffers. And in the worst case scenario, you will get a lot worse performance.

    I'd suggest sticking with the guaranteed performance that will work fine on any hardware, as opposed to the relies on of how fast frequently allocating and deallocating buffers is, which is platform-and-driver specific and therefore unanswerable.

  3. #3
    Intern Contributor
    Join Date
    Jan 2007
    Location
    Sweden
    Posts
    50

    Re: Pooling PBOs?

    Sounds reasonable. The only disadvantage is that pooling PBOs might lead to unnecessarily high memory usage.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •