Tagged Questions
4
votes
1answer
132 views
Cheap ways to do scaling ops in shader?
I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about ...
4
votes
2answers
170 views
Game has noticeable frame drops but when through a profiler it always runs smooth
I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. ...
2
votes
3answers
882 views
Optimized rendering of a cube mesh world
I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
0
votes
2answers
307 views
Optimize a render call to draw out several semi-transparent sprites
I'm writing a 2D side-scrolling style game in C++ and openGL. In this game I have several cloud sprites which are rendered across the top of the screen. They rotate and scale and such so they're not ...
3
votes
2answers
310 views
Rendering 3D out of layers - optimizing fillrate?
I'm rendering a city of several million cuboids that are all axis-aligned, touching each other and same-sized. They only differ in height.
Rendering them as real geometry is vertex-bound and too ...
6
votes
1answer
322 views
Display Lists in OpenGL
I heard that there was a faster method of displaying vertices, rather than recreating the GL_TRIANGLES, each time the scene is drawn. I thought I read somewhere that this method was obselete. Why ...
3
votes
1answer
243 views
Looking for literature about graphics pipeline optimization
I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.
I have found ...
3
votes
2answers
2k views
OpenGL VBOs are slower then glDrawArrays
So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays ...
1
vote
5answers
900 views
OpenGL Performance Questions
This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want.
A lot of tutorials, and even SO questions have similar tips; generally covering:
...
9
votes
5answers
3k views
OpenGL's matrix stack vs Hand multiplying
Which is more efficient using OpenGL's transformation stack or applying the transformations by hand.
I've often heard that you should minimize the number of state transitions in your graphics ...
3
votes
1answer
387 views
What is the right process to get compatibility or at least a workaround for the ‘Threaded optimization’ feature of NVIDIA?
It's peculiar this issue is not well understood on NVIDIA forums and project forums.
For example, the well known ioquake3 project based on id tech 3 requires to force 'Threaded optimization' off on ...
7
votes
2answers
1k views
Frustum Culling with VBOs
I have terrain being rendered in my project using VBOs in OpenGL. I would like to apply some Frustum Culling but have no idea how to access each polygon as its drawn to check if it is in view. I think ...
3
votes
2answers
447 views
OpenGL: Precompute a texture rotation
I'm trying to speed up particles, and one way to do that is by precomputing the texture rotations. What I want to do is load the texture, rotate it and save it to a handle.
How would I go about doing ...
21
votes
9answers
3k views
OpenGL optimization tips
What tips or tricks do you have when it comes to making the OpenGL more efficient?