I'd like to know how I can check to see if either my vertex or my fragment shader is a bottleneck in my rendering pipeline. I've read about using glQueryCounter with the GL_TIMESTAMP target to get ...
I am working on a little game engine. All major features are implemented yet, despite game logic which I assume not to be such a computational effort. The framerate is at least around 40 FPS, most of ...
I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose ...
I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. ...