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Re: VBO not faster than immediate mode?



That would make sense (i.e. only points in use). 

I am starting to believe that the bottleneck is the "simulation" calculations like Geoff suggested. A simple test hinted this also. I performed the calculations only every Nth frame and framerate went up accordingly. I still copied and fed VBO with all the vertices from my buffers. The less I calculate the more fps I get with the same amount of particles and there isn't much to optimize  the calculations anymore.

So it seems I need to checkout FBO, SGSL and VBO -path. 

Have I understood correctly that with ATI-cards (2600 Pro)  I can't read textures from vertex-shader? 



-Mike


Michael Larson kirjoitti 26.5.2008 kello 6:49:

I hate to say it, but it's entirely possible you are falling off the fast path for VBO. All sorts of GL state variations can cause this, I know we have spent hours preventing this. But GL_POINTS are GL_POINTS, the big gain for VBO is the overlap of execution while the GPU is off processing vertices or filling primitives. But for points there really isn't much to do, your point size could be wrong the GPU could be failing some vertex / shader program... and like most of this thread has noted if your spending 5% of your time in GL (I think that was the # quoted) spending 2% probably won't double your performance.

glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * 3 * sizeof(GLfloat), pVerArray, GL_DYNAMIC_DRAW );

glBindBufferARB(GL_ARRAY_BUFFER_ARBm_nVBOColors);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * 3 * sizeof(GLfloat), pColArray, GL_DYNAMIC_DRAW );
}


Also from this sequence you are updating the data again and again, which can be painful because there is a memcpy of the data to the array here (the VBO spec requires this) and if the prior operation on the VBO isn't complete this can be an expensive operation inside the framework.

We have some new extensions that allow you to map the VBO as long as you control the flushing mechanism and are responsible for the data sync... much like vertex array range did. If the colors don't change... then don't update them.

Mike

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References: 
 >VBO not faster than immediate mode? (From: Mike <email@hidden>)
 >Re: VBO not faster than immediate mode? (From: Michael Paluszek <email@hidden>)
 >Re: VBO not faster than immediate mode? (From: Michael Larson <email@hidden>)



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