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supagu
12-11-2004, 09:17 PM
ive compiled my vertex attributes in to VBO's set them and all works fine.

but i get like 40fps rendering 30 polys!

if i change back to use vertex arrays, my fps goes back up to 300fps.

im just wondering if VBO's are supposed to work fine with shaders?

i have a radeon 9600xt using v4.10 drivers

heres how i bind my vbo's:



glEnableVertexAttribArrayARB(weight->handle);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboWeights );
glVertexAttribPointerARB(weight->handle, 4, GL_FLOAT, GL_FALSE, 0, 0);

Twixn
12-12-2004, 12:47 AM
Well, I've been using VBOs and Vertex attributes together, and i get a massive double FPS :D over VAs and Vertex Attribs.

I dont know why its not working for you, but i have a GF5900XT with 66.93 drivers so its probably your card's drivers. Is anyone else having probs with VBOs and Vertex Attribs on ATI cards?...

Twixn

[EDIT] Oh and i forgot to ask, are you combining VA and VBO data in your rendering? because thats been known to slow things down, i dont think as much as your seeing, but it could be a contributing factor.

supagu
12-12-2004, 02:34 PM
no, not for this test

Daniel Wesslen
12-12-2004, 11:15 PM
I've had the same problem on Radeon 9800, so it definitely looks like the driver's fault.
Switching (back) to texcoord abuse doubled or tripled my frame rate (about a million vertices per frame).

supagu
12-13-2004, 02:02 AM
switching back to? you last sentence doesnt make sence

spasi
12-13-2004, 02:38 AM
He switched back to passing the vertex attribute through a texCoord manually, instead of letting the driver do such a mapping.

Daniel Wesslen
12-13-2004, 03:08 AM
Originally posted by spasi:
He switched back to passing the vertex attribute through a texCoord manually, instead of letting the driver do such a mapping.Exactly.