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Thread: 4.2 Optimizations

  1. #1
    Intern Contributor
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    4.2 Optimizations

    Is there any guide out there about OpenGL optimization and performance tips? I'm looking for something up to date with the recent versions of OpenGL, at least on how to use VBO, filling the buffers and shaders.

    Thanks.

  2. #2
    Advanced Member Frequent Contributor
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    Phillip Rideout has just released something neat: http://github.prideout.net/modern-opengl-prezo/

    Edit: Of course, http://www.arcsynthesis.org/gltut/ by Alfonse is a very good source as well. Though it's not 4.0+ but VBOs and stuff aren't either.

  3. #3
    Super Moderator OpenGL Guru
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    Quote Originally Posted by Janika View Post
    Is there any guide out there about OpenGL optimization and performance tips? I'm looking for something up to date with the recent versions of OpenGL, at least on how to use VBO, filling the buffers and shaders.

    Thanks.
    With regards to VBO, there is the Wiki (note that it doesn't matter which GL version you are thinking of. A VBO is still a VBO).
    http://www.opengl.org/wiki/VBO_-_more

    For GLSL, some general recommendations (applies to all GLSL versions)
    http://www.opengl.org/wiki/GLSL_:_recommendations
    and
    http://www.opengl.org/wiki/GLSL_Optimizations

    Other than that, I would also take a look at what developer.nvidia.com and developer.amd.com has in terms of pdf and ppt.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  4. #4
    Intern Contributor
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    Thanks. This is what I'm looking for.

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