How Might I organize vertex data in WebGL for a frame-by-frame (very specific) animated program?

泄露秘密 提交于 2019-12-06 05:50:29

Honestly, for what you're describing, it doesn't sound to me like it matters which you choose. On modern hardware, drawing a few hundred quads and a few thousand lines each frame would not really tax the hardware much.

Having said that, I agree that approach 1 seems very inefficient. Approach 2 sounds perfectly fine. You can safely draw a buffer on the same frame that you uploaded the data. I don't think it matters much whether you use DYNAMIC_DRAW or STATIC_DRAW for the buffer. I tend to think of dynamic buffers as being something you're updating every frame. If you only update it every few seconds or less, then static is fine. Approach 3 is also fine. Between 2 and 3, I'd say do whichever is easier for you to understand and program.

Likewise, for the lines, I would use a separate buffer. It sounds like that one changes per frame, so I would use DYNAMIC_DRAW for that. Allocating a single large buffer for it and performing a glBufferSubData() per frame is probably a fine strategy. As always, trying it and profiling it will tell you for sure.

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