Optimizing modern OpenGL relies on aggressive batching, which is done by calls like glMultiDrawElementsIndirect. Although glMultiDrawElementsIndirect can render a large number of different meshes, it ...
There's not too much deep information about them on the web. How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in ...
Possible Duplicate: Why do game engines convert models to triangles compared to keeping it as four side polygon What are the main drawbacks for using "only" quads for model geometry? Does ...
I've been wondering about this issue for a while. How to find the bottleneck of the graphical pipeline. Recently I've been using a program to draw massive amount of polygons in a simple scene with ...
What will AMD Fusion or likewise hybrid CPU/GPU will change for the 3D programmer ? Are they potentially faster?
Since the early days of accelerated graphics, programmers were obligated to use hardware-supported libraries like directX or OpenGL. If we wanted to explain someone what happened by introducing a ...
I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...