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  [Solved] Weird results when using ArrayList + VBO  (Read 1590 times)
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Offline marcuiulian13

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Medals: 5
Exp: 3 years

« Posted 2013-03-26 20:57:47 »

So I am learning 3D programming for 3 days now. I managed how to use VBOs, culling and other things.
I store level data in chunks (16 x 16 x 16). I am generating a VBO for every chunk (not for every tile), i get rid of "unseen" faces of cubes.

If I simulate (using 25 chunks) the updating (recalculation of VBO) of all the chunks every 2 seconds, the application's emory use gets >500m in lass than 10 seconds.

I think that the bottleneck is my float[] declaration (the data passed to the FloatBuffer); i am declaring it as 16^3 * 6 (faces) * 4 (vertex per face) * 3 (x, y, z).
As solution, i found using an ArrayList<Float> (so i can have dynamic size) significantly reduces the memory use, but i get very wierd results, apart from OpenGL errors that are making my app to start only sometimes :



Here are my Chunk classes (first is the one with float[], and second is the one with ArrayList):

LE: Also, another issue i have is that when the (0, 0, 0) point is in screen (view), my framerate drops to 15-20 FPS, it doesn't matter if i have or not any block at (0, 0, 0).

Getting a project done is by far the most hard thing in game development.
Offline HeroesGraveDev

JGO Kernel

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« Reply #1 - Posted 2013-03-27 04:23:12 »

Once the data is on the GPU there is no need to store it as fields anymore. You just end up storing it twice.

Remove the float[]/ArrayList fields and use local variables instead.
Even better would be to add the data directly into the buffer.
Even better than that, don't create loads of arrays that re exactly the same (faceArray and colorArray)

Offline marcuiulian13

Senior Devvie

Medals: 5
Exp: 3 years

« Reply #2 - Posted 2013-03-27 09:15:20 »

Thank you! This was so helpfull.
I did everything you said and now the memory usage don't pass 100m.
Thanks again!

Getting a project done is by far the most hard thing in game development.
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