1
\$\begingroup\$

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, then bound it to a single VBO, would it increases performance? The 25000 squares is more of a stress test, im trying to optimize my rendering code for snow. Edit : Each snow particle draws one of three static VBO's, this helped performance.

\$\endgroup\$
2
  • 3
    \$\begingroup\$ You can't bind a VBO to an FBO. For snow, use instancing. \$\endgroup\$
    – BWG
    Commented Feb 18, 2015 at 14:12
  • 1
    \$\begingroup\$ compare with how many square you could have drawn without VBOs \$\endgroup\$ Commented Feb 18, 2015 at 14:17

1 Answer 1

3
\$\begingroup\$

You should have only 1 VBO that contains all of your squares and render it in one single draw call.

Use a texture atlas to combine all your snowflake textures.

Also, look into using a geometry shader to do point sprite expansion, this can reduce your VBO to a single vec4 encoding it as (position.x, position.y, position.z, angle). Have the geometry shader generate the UVs and vertex coordinates from that point+angle.

\$\endgroup\$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .