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8

Your interviewer was talking, with his own words, about bindless API. nVidia made nice presentations recently about all that, which they call direct state access (1, 2). This does not replace VBOs. EDIT: Actually, let's consider Trevor Powell's suggestion: This seems like some people could definitely decide to drop VBOs, in favor of attribute-less ...


3

A model often refers to it's geometric data such as vertices (aka mesh data) and it's rendering properties commonly refered to as materials to give you the actual rendered object. A single model can reference multiple materials where a material describes the blending algorithm, texture data, and shader references that combined together yield what finally ...


2

There is no absolute answer. Generally a "model" is some representation of something interesting in your computer program. In CG it often means the geometry, and a typical model format might be something like: List of vertices (maybe with graphical attributes like color) List of polygons which reference vertex list with attributes like Material ref or ...


2

This is a complex question with a lot of small details really matter, and will vary based on platform and application. Firstly I assume you should reduce uploads and updates as much as you can, for example use instancing. Secondly, note that GPUs can’t transfer buffers and render at the same time, so all OpenGL commands in the command queue are processed ...


1

There's quite a selection of display methods for voxel data. The most easy to grasp is certainly, one voxel=1 box, but it will leave you with a very cubic looking world. You can also look into marching cubes (going through your grid and testing how full each set of 8 voxels is, and filling with a selection of pre-generated meshes). There are a number of ...



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