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In OpenGL, what's the best way to render a million cubes? (in a 100x100x100 grid) They won't be moving. Should I use display lists or vertex buffer objects?
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# ¿ May 12, 2010 04:03 |
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# ¿ Apr 27, 2024 03:28 |
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InternetJunky posted:I'd appreciate any and all help. Google I/O 2010 - Writing real-time games for Android redux Google I/O 2009 - Writing Real-Time Games for Android There are full transcripts so you can skip to the parts with benchmarks and recommendations pretty easily.
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# ¿ Dec 6, 2010 15:59 |
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Sabacc posted:Now, I know pushing the attribute basically store all things affecting lighting--lights, materials, directions, positions, e.t.c. But how the hell am I supposed to capture this information in OpenGL ES? In OpenGL, I push the attribute, do some work, and pop it off.
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# ¿ Jan 13, 2011 15:51 |
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Sabacc posted:That's just it--I don't know what the mapping of "necessary parameters" are. I was hoping to find an equivalency list online somewhere: "If you're trying to do glPushAttrib(GL_LIGHTING_BIT), call these functions instead." quote:GL_COLOR_MATERIAL enable bit
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# ¿ Jan 13, 2011 17:44 |
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Zilla32167 posted:How do OpenGL versions map to DirectX versions in terms of hardware requirements? For example, if I can target DirectX 9.0c, what OpenGL versions do I have to work with? DirectX 9.0c came out in August 2004, and OpenGL 2.0 came out in September 2004. Cards that came out late 2004 and early 2005 might have support for one but not the other, though.
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# ¿ Apr 22, 2012 21:47 |
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slovach posted:How exactly does fxc / compiled shaders work in DX11? Is it compiled to some device independent format then the driver takes it from there later when you create / set it? Could compiling at run time could potentially yield a more optimized end result because it could be tailored to that machine's hardware? It's a device independent bytecode. The graphics card will convert them as appropriate. The point is that your shaders aren't in an easily readable form, and you can skip the compilation phase.
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# ¿ Oct 28, 2012 19:17 |
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# ¿ Apr 27, 2024 03:28 |
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Suspicious Dish posted:Does JOGL not have shaders and VBOs and stuff? glBegin and friends have been dead since forever. When you're only pushing a few hundred triangles, using deprecated immediate mode APIs isn't a big deal.
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# ¿ Mar 10, 2014 22:49 |