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Not exactly related to quake but VBO's

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Not exactly related to quake but VBO's

Postby revelator » Wed Dec 01, 2010 10:59 am

small tut here http://kickingdragon.com/2006/07/25/ope ... -tutorial/

which shows just how ;)
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Postby ceriux » Wed Dec 01, 2010 4:50 pm

http://www.songho.ca/opengl/gl_vbo.html

i didnt know what it was so i looked. apparently there's PBO as well ?
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Postby revelator » Wed Dec 01, 2010 6:29 pm

yap :P
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Postby r00k » Thu Dec 02, 2010 5:58 am

I have looked at fbo, vbo etc a little lately trying to learn about shadowmapping. I get a little overwhelmed thinking about each dynamic light source creating a shadow on all things :|

I know DarkPlaces uses these extensively.
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Postby revelator » Thu Dec 02, 2010 8:37 am

thats one thing i actually had going through the ol bean.

mh used player position to calculate the vert data for bumpmapping
cutting calculations down to allmost nothing :)

that same code could probably be used for shadowmapping :D

also i had sortof a wild idea based on some code mh made for parsing the color out of textures to create underwater fog.

imagine this instead of using those colors for fog we use them for light ?!?
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Postby mh » Thu Dec 02, 2010 10:08 am

DirectQ uses VBOs (the D3D equivalent) for everything and RMQ makes extensive use of VBOs too. RMQ also used PBOs for lightmap updates for a long time, but I ended up removing the code as it was adding an extra layer of complexity for what amounted to zero performance gain.
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