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

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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Joined: Fri May 17, 2013 3:31 pm

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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