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InsideQC Forums • View topic - VBO performance :(

VBO performance :(

Discuss programming topics that involve the OpenGL API.

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VBO performance :(

Postby r00k » Tue Aug 23, 2011 5:19 pm

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Postby mh » Tue Aug 23, 2011 9:18 pm

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Postby r00k » Tue Aug 23, 2011 11:15 pm

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Postby Spike » Tue Aug 23, 2011 11:25 pm

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Postby mh » Wed Aug 24, 2011 1:42 am

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Postby Irritant » Wed Aug 24, 2011 4:19 pm

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Postby mh » Fri Aug 26, 2011 7:11 pm

Animating meshes in your vertex shader is the way to go. Combine that with static VBOs containing all of the xyz data (and better yet, if you have generic vertex attrib arrays you can use GL_UNSIGNED_BYTE for Quake formats; don't normalize but make sure that you pad them out to 4 bytes and set a w of 1). Bind your VBO, set a pointer to the xyz for current frame, set a pointer to the xyz for previous frame, send your blendweight as a uniform and let the GPU do all the rest of the heavy lifting. Depending how you do light you could potentially completely eliminate all CPU -> GPU data traffic. Hell, you could even encode the r_avertex_normal_dots table into a texture if you're still using that.
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Re:

Postby Irritant » Fri Nov 11, 2011 3:08 pm

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Re: Re:

Postby mh » Sun Nov 13, 2011 12:24 am

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Re: VBO performance :(

Postby revelator » Sun Nov 13, 2011 3:38 pm

Nice one :) id like a look at the code unless its (propriarity) ;)
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Re: VBO performance :(

Postby mh » Mon Nov 14, 2011 8:49 pm

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Re: VBO performance :(

Postby revelator » Tue Nov 15, 2011 8:06 pm

Wouldnt exactly call it ugly :) but a damn load of matrix operations in that code.
3 texcoord pointers ??? so its doing z axis to or is there something im not catching ?.
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