vbo

How can I optimize the rendering of a large model in OpenGL ES 1.1?

北慕城南 提交于 2019-11-26 14:17:43
问题 I just finished implementing VBO's in my 3D app and saw a roughly 5-10x speed increase in rendering. What used to render at 1-2 frames per second now renders at 10-11 frames per second. My question is, are there any further improvements I can make to increase rendering speed? Will triangle strips make a big difference? Currently vertices are not being shared between faces, each faces vertices are unique but overlapping. My Device Utilization is 100%, Tiler Utilization is 100%, Renderer

VBOs with std::vector

廉价感情. 提交于 2019-11-26 09:21:35
问题 I\'ve written a model loader in C++ an OpenGL. I\'ve used std::vector s to store my vertex data, but now I want to pass it to glBufferData() , however the data types are wildly different. I want to know if there\'s a way to convert between std::vector to the documented const GLvoid * for glBufferData() . Vertex type typedef struct { float x, y, z; float nx, ny, nz; float u, v; } Vertex; vector<Vertex> vertices; glBufferData() call glBufferData(GL_ARRAY_BUFFER, vertices.size() * 3 * sizeof

How to draw a circle using VBO in ES2.0

半城伤御伤魂 提交于 2019-11-26 07:49:34
问题 I am trying to develop an ES 2.0 application in Linux environment. My target GPU is Fujitsu ruby MB86298 . To optimize the performance I have decided to use the VBO concept. I am very new to VBOs. I rendered basic primitives like triangle and quads using VBO where I have less no vertices . For rendering crown using a VBO, I computed all the vertices(more than 200). Now I am finding difficulty in sending this data of 200 vertices to the VBO.I cannot manually enter the all the vertex data and