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user1430
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User-Interface programming in OpenGL Is there an alternative to VBOs or deprecated functions to draw many small quads?

I was thinking about how to program a User-Interfaceuser interface in a 3D game. The problem is, direct drawsimmediate mode (glBegin, glEndglBegin and glEnd) areis deprecated for a long time but ibut I don't think vertex-buffer-objects buffer objects (or arrays) are needed just for the (2D) quads iI want to draw. (And iand I don't think they are even efficient for plenty of small quads.).

Are there any approaches on how to avoid vertex-buffer-objects/arrays andand the deprecated functions?

User-Interface programming in OpenGL

I was thinking about how to program a User-Interface in a 3D game. The problem is, direct draws (glBegin, glEnd) are deprecated for a long time but i don't think vertex-buffer-objects (or arrays) are needed just for the (2D) quads i want to draw. (And i don't think they are even efficient for plenty of small quads.) Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?

Is there an alternative to VBOs or deprecated functions to draw many small quads?

I was thinking about how to program a user interface in a 3D game. The problem is, immediate mode (glBegin and glEnd) is deprecated for a long time but I don't think vertex buffer objects (or arrays) are needed just for the (2D) quads I want to draw (and I don't think they are even efficient for plenty of small quads).

Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?

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tkausl
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iI was thinking about how to program a User-Interface in a 3D game. The problem is, direct draws (glBegin, glEnd) are deprecated for a long time but i don't think vertex-buffer-objects (or arrays) are needed just for the (2D) quads i want to draw. (And i don't think they are even efficient for plenty of small quads.) Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?

i was thinking about how to program a User-Interface in a 3D game. The problem is, direct draws (glBegin, glEnd) are deprecated for a long time but i don't think vertex-buffer-objects (or arrays) are needed just for the (2D) quads i want to draw. (And i don't think they are even efficient for plenty of small quads.) Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?

I was thinking about how to program a User-Interface in a 3D game. The problem is, direct draws (glBegin, glEnd) are deprecated for a long time but i don't think vertex-buffer-objects (or arrays) are needed just for the (2D) quads i want to draw. (And i don't think they are even efficient for plenty of small quads.) Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?

Source Link
tkausl
  • 1.9k
  • 19
  • 25

User-Interface programming in OpenGL

i was thinking about how to program a User-Interface in a 3D game. The problem is, direct draws (glBegin, glEnd) are deprecated for a long time but i don't think vertex-buffer-objects (or arrays) are needed just for the (2D) quads i want to draw. (And i don't think they are even efficient for plenty of small quads.) Are there any approaches on how to avoid vertex-buffer-objects/arrays and the deprecated functions?