Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (120)
games submitted by our members
Games in WIP (577)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  buffer update: do i understand correctly?  (Read 799 times)
0 Members and 1 Guest are viewing this topic.
Offline deepthought
« Posted 2013-02-13 02:30:18 »

I have been reading http://www.opengl.org/wiki/Buffer_Object_Streaming#Buffer_update.

the webpage recommends orphaning, but could i do this instead?

1. Allocate a buffer twice as big as i need (instead of having 2 to double buffer with)
2. map the first half with glMapBufferRange(buffer​, 0, len,GL_MAP_INVALIDATE_BUFFER_BIT​)
3. fill
4. draw
5. map the second half (same as 2)
6. fill

my question is:
the documentation says
Quote
you will get undefined results if you are modifying parts of the buffer that already-queued GL commands (such as draw commands) will read from on the GPU

If i write to the other part of the buffer, will this affect the usability of the part opengl is currently using?

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #1 - Posted 2013-02-13 05:13:00 »

http://www.java-gaming.org/topics/opengl-lightning-fast-managed-vbo-mapping/28209/view.html

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline deepthought
« Reply #2 - Posted 2013-02-13 13:09:17 »

I see what you're doing. I'm just wondering if i could avoid extra VBOS by having one large VBO and double or triple buffer with the separate regions.

Or should i just map with unsynchronized, then orphan?

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #3 - Posted 2013-02-13 13:15:39 »

unsynchronized + orphaning makes no sense, as orphaning is used as a signal to the driver that a memory region is released by the client. With unsynchronized access, there is no need to signal the driver, as you're in charge of memory (locking).

And whether you can merge my six (!) VBOs into a single VBO? I don't know - I think so. Just try it.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (52 views)
2014-10-17 03:59:02

Norakomi (42 views)
2014-10-16 15:22:06

Norakomi (33 views)
2014-10-16 15:20:20

lcass (37 views)
2014-10-15 16:18:58

TehJavaDev (68 views)
2014-10-14 00:39:48

TehJavaDev (66 views)
2014-10-14 00:35:47

TehJavaDev (59 views)
2014-10-14 00:32:37

BurntPizza (73 views)
2014-10-11 23:24:42

BurntPizza (45 views)
2014-10-11 23:10:45

BurntPizza (85 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!