Modern OpenGL implementation?

Help with integrating libRocket into your engine and game

Modern OpenGL implementation?

Postby Aurus on Fri May 17, 2013 3:35 pm

Is there any modern opengl implementation using VAO,VBO and shader, I tried it my self with OpenGL 3.3 but it failed for further information http://stackoverflow.com/questions/16598556/rendering-from-vbo-with-gldrawelements-has-a-weird-result

However the shell sample uses the immediate mode and without the CompileGeometry feature. Is there anyone who has a working integration for OpenGL 3.3 using VBO and shaders?
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Re: Modern OpenGL implementation?

Postby Predator105 on Wed Aug 21, 2013 5:09 am

I wrote one for my game, GL 3.0+

Right now it's kinda shitty though. The fact that it performs a drawcall and rebuffers every RenderGeometry call..

So it's pretty poorly batched and causes a fair amount of draw calls, but it's certainly still a lot better than immediate.

I've yet to get aroudn to a solution to utilize the compilegeo function, and only change when needed, which should speed things up a ton.
Last edited by Predator105 on Sat Apr 01, 2017 9:51 am, edited 1 time in total.
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