Timeline for c++ OpenGL framerate question
Current License: CC BY-SA 3.0
5 events
when toggle format | what | by | license | comment | |
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Jul 26, 2014 at 16:01 | vote | accept | Aulaulz | ||
Jul 26, 2014 at 16:01 | comment | added | Aulaulz | Don't worry for that, you already gave me more than expected. I will check theses advices as soon as possible, thanks! | |
Jul 26, 2014 at 15:24 | comment | added | rfreytag | Alright, no problem! Without some code I can't really help much more I think. Just a few other things to check: * don't calculate the MVP Matrix completely in the vertex shader, provide a complete one in a uniform, or at least the MV part. * make sure to not make draw calls for objects that aren't in the view frustum. * if you have any branching or loops in the shader, try to get rid of them if possible * iirc models should be made out of triangle strips, apparently it's faster | |
Jul 26, 2014 at 12:59 | comment | added | Aulaulz | I always disable vsync for tests. Textures are bound only once, but shader wasn't. I bound him each frame instead of once, but it didn't changed the framerate. I don't use deprecated stuff, and will check for uniform buffers. Thanks | |
Jul 22, 2014 at 19:03 | history | answered | rfreytag | CC BY-SA 3.0 |