is the switch from fixed rendering pipeline to VBOs & shaders a big one in terms of performance? Also will it be hard to comprehend coming from doing only fixed rendering pipeline methods?
It really depends on how retarded your code was to start with.
Using shaders is pretty straight forward -- the shader process is more transparent that the fixed pipeline IMHO, but you will need to know some graphics theory if you are going to write your own shaders.
So i was experimenting with display lists and my result was a lost of ~20 fps vs no displays. Is that suppose to happen like that?
Also for doing window -> world coordinates would making a ray from:
GLU.gluUnProject((float)(x), (float)(y), 0f, modelview, projection, viewport, posOrg);
GLU.gluUnProject((float)(x), (float)(y), 1f, modelview, projection, viewport, posEnd);
>>3
>creates and deletes a display list without ever using it experimenting with display lists facepalm.cg
Name:
Anonymous2010-12-18 13:16
>>5
Well, I do know that GL11 is the name of an interface of JOGL (Java OpenGL interfacing API). If it's actually mimicking something in normal OpenGL, then it's my mistake.
I love how every Java library/program whatever prepends its name with a J as a constant, redundant reminder of the shit language you're having to endure.
Name:
Anonymous2010-12-18 16:53
>>10
They need to do way instain mother> who kill thier babbys. becuse these babby cant frigth back? it was on the news this mroing a mother in ar who had kill her three kids. they are taking the three babby back to new york too lady to rest my pary are with the father who lost his children ; i am truley sorry for your lots
Name:
Anonymous2010-12-18 18:16
>>12
You mean how every language that wants to succeed it prepends itself with C?
>>19
Not with your crappy code it wont. In general pushing triangles can be slightly faster if the driver is triangulating your quads anyway (likely), or slower if your card has hardware quad support and you're bandwidth limited.
Note that any benchmarking you do won't be worth squat unless you are aware of what bottlenecks you are running into.
Can someone help me here, I've been testing with VBOs to learn them. First i just plain vertex only and it worked and now i wanted to try vertex + colors, but... i have a problem. As it renders the colors are being transformed without me even editing the data which is why i'm clueless.
The code for setting up up my vbo and rendering it is above (note: i do gen my buffers, i just have it outside the setup code)
So when doing VBOs with large heightmaps would it be better to render all indexes at once in one VBO or in separate chucks?
Name:
Anonymous2010-12-20 19:46
welp I got my VBOs implemented, but at this state they are rather shitty. I need to clean them up now that i know how to handle them and make it neater and better. I also need to stabilize the fps which is bouncing around 70-90 due to GC cleaning up my buffers which are reinitialized after each frame.
But this is nice though since my heightmap is going to be the most triangles needed rendered pre frame and it's going pretty fast.