Questions tagged [vertex-buffer]
The vertex-buffer tag has no summary.
71 questions
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How do commercial games engines organise the index/vertex buffers?
Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with.
Obviously we incur a slight overhead every time we change the vertex or index ...
9
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3
answers
11k
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OpenGL - How come drawing sprites takes so much performance
I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
8
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0
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450
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How to draw Shadow Volumes in one draw call?
I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
4
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1
answer
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Efficient vertex buffer memory management?
I am building a voxel engine with a similar mechanism to minecraft(yes, I know...).
It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
3
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3
answers
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One index buffer with multiple vertex buffers?
I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
3
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1
answer
2k
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What is the proper strategy to manage vertex buffers?
I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
3
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1
answer
821
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How do I use unpackHalf2x16?
I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with:
...
2
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2
answers
797
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How does OpenGL know which buffer to draw?
I have been trying out some OpenGL things and was wondering something:
How does OpenGL know which buffer to draw when glDrawElements is called (since there are ...
2
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1
answer
4k
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MonoGame: Draw thousands of quads without hardware instancing
In my game, every bit of geometry is a textured quad billboard in 3D. I have many thousands of these things on screen at once, sometimes with overdraw. As I understand it, there are a few ways I can ...
2
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3
answers
1k
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DirectX11 - Texturing Terrain Mesh with Shared Vertices
I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far:
...
2
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1
answer
3k
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Draw call optimization for multiple meshes in DirectX11
I have a large scene in a B3D model, which includes about 120 meshes as in the following pictures:
large B3D scene http://s22.postimg.org/d1h75hr0v/Untitled.png
Each mesh contain a vertex buffer ...
2
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0
answers
166
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Is it possible to have a SoA Vertex Buffer in DirectX 11?
Hi!
I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this
{ x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn }
instead of the traditional AoS ...
1
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1
answer
4k
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How to update vertex buffer in DirectX 12
I would like to create cloth simulation. Which type of buffer should i use for vertices. I will need to update them on every frame. And how updates need to be done. I'm new to graphics programming, ...
1
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2
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1k
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OpenGL: Does it make sense to use an Index Buffer With GL_TRIANGLE_FAN?
When trying to draw circles in webGl (You can answer the question even in openGl terms, I'll understand both), I came across the TRIANGLE_FAN flag when calling either glDrawArrays (with only a vertex ...
1
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2
answers
597
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Reading mesh data back from OpenGL vs storing two copies
I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or ...
1
vote
1
answer
455
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Multiple buffers and calling glBufferSubData
Originally asked this on Computer Graphics, but it might fit in better here.
In my project, for convenience I would like to use many buffers.
Many buffers in my case means 50-100 terrain patches ...
1
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2
answers
1k
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How to handle mesh update in its vertex buffer
suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
1
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1
answer
251
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How to fix model matrices colliding in vertex shader?
I am new to OpenGL programming and I'm writing some basic code to display a few objects onto a screen.
I have a pyramid shape that I'm displaying, as well as a box shape that I am displaying. The ...
1
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1
answer
847
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Reuse VertexBuffer or new VertexBuffer object?
I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though.
So ...
1
vote
1
answer
2k
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VAO and VBO connection and granularity with multiple objects
How general should vertex array objects be?
I'd like to plan ahead and avoid a major revision down the road. I'm having a hard time wrapping my head around a few (possibly conflicting) pieces of ...
1
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0
answers
449
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Drawing multiple polygons with vertex buffer object
I tried to create program in which I would draw multiplepoygons
here is fragment of what I have done:
GLuint VertexArrayID;
exampleof drawing triangle(I have ...
1
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1
answer
2k
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Techniques for managing vertex buffer memory
I'm learning OpenGL and I haven't seen any advice on managing vertex buffers in all of the tutorials I've read.
The basic problem is that I have some memory allocated as a buffer B in which I'm going ...
0
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1
answer
567
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Insufficient memory on creating vertex buffers
I'm building a voxel world generator with XNA where the voxels are rendered as polygonal cubes. The world is divided into 1024 chunks of 32x32x256 cubes each (as 32 chunks by 32 chunks), and each ...
0
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1
answer
363
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What data to store along a vertex
Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates?
For example data I'd need for a feature that almost every ...
0
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1
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1k
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OpenGL glVertexAttribFormat vs glVertexAttribPointer
I am attempting to change my code from using glVertexAttribPointer to glVertexAttribFormat as I have heard it;s more efficiend ...