Timeline for Camera and multiple shaders
Current License: CC BY-SA 3.0
3 events
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Feb 4, 2018 at 17:48 | comment | added | Felix |
@NicolBolas Thank you for the info, I'm very much a beginner, so I was just glad this worked. Now I can move on to optimise. Does MapBufferRange perform better even when updating the whole buffer? What is used from a decade ago besides the layout binding?
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Feb 4, 2018 at 16:22 | comment | added | Nicol Bolas |
This code is very poor overall. It relies on OpenGL stuff from a decade ago. There's no use of layout(binding for setting the UBO location, you're using glMapBuffer instead of glMapBufferRange . Also, it ignores all buffer object streaming techniques, so you're pretty much guaranteed to kill your performance.
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Feb 4, 2018 at 15:07 | history | answered | Felix | CC BY-SA 3.0 |