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Type: Posts; User: john_connor

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  1. baseVertex isnt really needed, but if you set it...

    baseVertex isnt really needed, but if you set it to 0, then every time you put vertices and indices of a mesh into a VBO and IBO, you have to pre-correct / shift all the indices with the number of...
  2. in openGL 4.5 the ubo size is at least 16kB,...

    in openGL 4.5 the ubo size is at least 16kB, divided by 16 floats per mat4 and 4bytes per float, you can store (at least) 256 mat4's to a uniform block.

    with SSBO's you could fill (maybe?) the...
  3. maybe you'll find this useful:...

    maybe you'll find this useful:
    http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4

    a good technique ist to store materials in buffer object and...
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