Not exactly related to quake but VBO's
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
http://www.songho.ca/opengl/gl_vbo.html
i didnt know what it was so i looked. apparently there's PBO as well ?
i didnt know what it was so i looked. apparently there's PBO as well ?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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
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 ?!?
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
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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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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