How many buffers in opengl




















The information inside a framebuffer is ordered in the same way as the memory used to control what the monitor displays. This means that, if a framebuffer is located on a graphics card, then the image can be blitted to the screen nearly instantly, although it does take time to actually render the scene into the buffer first.

For instance, there are a number of ways you can represent vertex attribute data in VBOs:. Now this is just a single batch. There's also nothing stopping you from storing the vertex attribute data for multiple batches inside a single VBO or set of VBOs.

The optimal layout depends on the specific GPU and driver plus OpenGL implementation , but there are some things that are just generally good ideas.

When rendering multiple different meshes, try to organize your data so that as many meshes as possible reside in the same buffer object with the same vertex format. In short, you want to minimize the number of glVertexAttribPointer or glVertexAttribFormat where available calls you make.

Indexed rendering is a little tricker. You have to bias each mesh's index data based on how many other vertices came before it in the buffer. You can do this manually, by incrementing the index data before uploading it, or you can use BaseVertex rendering calls , such as glDrawElementsBaseVertex. The base vertex is an offset applied to each index. The good part about this draw function is that meshes with less than vertices can be stored sequentially in the same vertex buffer, because the indices stored without any change as GLushort can be used for indexing the vertices that are at position greater than The smaller you can make your attribute data, the better though with certain alignment restrictions.

For example, if you need to load a very large piece of data from a file into a buffer, map a range of the buffer large enough to hold the whole file, then read chunks of the file, and after each chunk call glFlushMappedBufferRange.

OpenGL will then operate in parallel to your application, reading more data from the file for the next chunk. By combining these flags in various ways, it is possible to optimize data transfer between the application and OpenGL or to use advanced techniques such as multithreading or asynchronous file operations. For example, consider the case where you write data into a buffer using transform feedback, and then draw using that data.

If that drawing command is the last one that is going to access the data, then you can tell OpenGL that it is free to discard the data and use the memory for something else. This allows an OpenGL implementation to make optimizations such as tightly packing memory allocations or avoiding expensive copies in systems with more than one GPU.

To discard some or all of the data in a buffer object, you can call glInvalidateBufferData or glInvalidateBufferSubData , respectively. The prototypes of these functions are as follows:. Tell OpenGL that the application is done with the contents of the buffer object in the specified range and that it is free to discard the data if it believes it is advantageous to do so.

Both methods will tell the OpenGL implementation that it is safe to discard the data in the buffer. However, glBufferData logically recreates the underlying memory allocation, whereas glInvalidateBufferData does not. I would like to receive exclusive offers and hear about products from InformIT and its family of brands.

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