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seizer
11-23-2013, 03:27 AM
Hi,everyone,

When displaying geometric primitives I can use vertex arrays way so applications (clients) will continue to send data to opengl kernel (service).
If these data are real-time (or possibly controlled by a short-time timer),Whether the cost of the creating buffer zones in the server and updating operations can match the way of sending vertex array data to a kernel of opengl?

In other word,using buffer object does not bring any benifit on this condition?

Another question,is Buffer memory space located in the graphics board or the ddr3/ddr2 of computer motherboard?
Thanks!

carsten neumann
11-24-2013, 01:53 AM
If your geometric data changes from frame to frame you'll have to upload new data each frame, so, yes in that case buffer objects wont help you reduce the amount of data transferred each frame. Where buffer memory is located is up to the implementations (aka graphics driver) and they generally use a bunch of heuristics (based on actual buffer usage) and possibly the usage hint you provide when creating the buffer to determine placement.

seizer
11-24-2013, 08:12 PM
Thank you very much:D

seizer
11-24-2013, 08:13 PM
Thank you very much!
If your geometric data changes from frame to frame you'll have to upload new data each frame, so, yes in that case buffer objects wont help you reduce the amount of data transferred each frame. Where buffer memory is located is up to the implementations (aka graphics driver) and they generally use a bunch of heuristics (based on actual buffer usage) and possibly the usage hint you provide when creating the buffer to determine placement.