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comment Why does OpenGL >= 3 only allow VBOs?
@JariKomppa: What do you doubt will make a difference? Using glDrawRangeElements multiple times on each VBO with a few VBOs rather than giving each object its own VBO?
Jan
2
comment Why does OpenGL >= 3 only allow VBOs?
@stephelton: Makes sense. My "why deprecate everything but VBOs" question was based on the thinking that while it makes perfect sense to keep the API lean, it doesn't make sense to deprecate features that could be better than VBOs for many use cases. From what I'm hearing, it seems there are no disadvantages to using VBOs, though, so then it makes perfect sense to deprecate everything else.
Jan
2
comment Why does OpenGL >= 3 only allow VBOs?
@JariKomppa: That sounds like a very reasonable explanation. I still have one concern: VBOs are supposed to be reasonably large objects, often allocated as 1MB - 4MB buffers last time I checked. What if my geometry objects aren't that large, but I'm still concerned about performance because I have lots of objects? I'm worried VBOs might just be for a different use case than what I have. Should I pool multiple objects together in a single VBO and then use glDrawRangeElements to draw each individual object, or is that inefficient just like vertex arrays?
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asked Why does OpenGL >= 3 only allow VBOs?
Jan
1
comment Why does OpenGL >= 3 only allow VBOs?
Why a vote to close? Is it a dup? If so, can I see a link so that I can benefit from it?
Jan
1
comment Why does OpenGL >= 3 only allow VBOs?
but then the buffer couldn't be in VRAM, right? Or would it still be in VRAM but just addressable via process-space addresses? Would random access be cheap with this technique, or should I still try to update only a small number of contiguous ranges?
Dec
31
comment Why does OpenGL >= 3 only allow VBOs?
So my performance should generally not be worse with VBOs than with vertex arrays, but only if I correctly set the mode to GL_STREAM_DRAW?