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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:
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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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