Game Development Community

Tge And Vbo

by Prairie Games · in Torque Game Engine · 09/08/2005 (6:20 pm) · 2 replies

I've been rewriting some of the Torque scenegraph to use VBO. The plan is to support VBO on interiors, shapes, and (hopefully) the terrain.

I have interiors working 100% with VBO (interleaved data) and I see a substantial boost as long as I am not rendering the terrain. When I render the terrain, I get about 1/2 the framerate of the vertex array based stuff.

Does anyone know if there is a performance drain for mixing VBO and vertex arrays?

I am really looking forward to seeing if this helps our (dismal) OSX performance.

-Josh Ritter
Prairie Games

#1
09/09/2005 (3:44 am)
I'd be curious in hearing answers to this as well. I'm unaware of there being a reason for a slowdown, but the specs rarely mention weird interactions like this.

Are interleaved vertices a big win in practice for dynamic data?

Also, 1.4 has some performance wins for OS X.
#2
09/10/2005 (1:11 pm)
Josh,
There should be no performance "drain" for mixing the two, however a vertex array is still in system memory and will take a copy to get into card memory before it can be rendered. This is a huge performance hog in itself. I have not looked at moving Torque to VBOs, however I have worked with them. Is there any reason why you can't use a dynamic vertex buffer object? Try this page for some more info on speeding up OS X

http://developer.apple.com/graphicsimaging/opengl/optimizingdata.html