opengl vbo advice [closed]

a 夏天 提交于 2019-12-22 11:12:10

问题


I have a model designed in Blender that i am going to render, in my game engine built using opengl, after exporting it to collada. The model in blender is divided into groups. These groups contains vertices normals and textures with there own index. is it a good thing to do if i rendered each group as a separate vbo or should i render the whole model as a single vbo?


回答1:


Rules of thumb are:

  • always do as few OpenGL state changes as possible;
  • always talk to OpenGL as little as possible.

The main reason being that talking to the GPU is costly. The GPU is much happier if you give it something it'll take a long time to do and then don't bother it again while it's working. So it's likely that a single VBO would be a better solution, unless it would lead to a substantial increase in the amount of storage you need to use and hence run against caching elsewhere.



来源:https://stackoverflow.com/questions/4837774/opengl-vbo-advice

标签
易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!