Author Topic: [TUTO] OpenGL VBO  (Read 5429 times)

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JeGX

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[TUTO] OpenGL VBO
« on: December 19, 2006, 04:58:32 PM »
This is the topic for the tutorial: http://www.ozone3d.net/tutorials/opengl_vbo.php
Please post here all your comments, remarks or whatever you want related to this tutorial  ;)

Ceci est le topic pour le tutoriel:  http://www.ozone3d.net/tutorials/opengl_vbo.php
Veuillez poster ici tous vos commentaires, remarques ou tout ce que vous voulez ayant un rapport avec ce tutorial  ;D

JeGX

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Re: [TUTO] OpenGL VBO
« Reply #1 on: December 30, 2006, 10:22:56 PM »
Here is a feedback sent by Mikkel G.

Groove, any comment?


=========================================================
Hi

First of all, thanks for a great tutorial. I love it when someone actually takes the time to describe both what parts of OpenGL that you should use, and what parts you shouldn't. It is a really big help for beginners.

A couple of comments:

The code for "glMultiDrawArrays" is the same as the one for glMultiDrawElements". I suspect this is simply a copy-paste typo :)

I find it slightly inaccurate that you describe glDrawElements as a function used to draw "_a_ geometric primitive". In OpenGL, as you state, primitives are points, lines, triangles, polygons or their equivalent strips. When using glDrawElements you can of course draw several lines or triangles (ie. several primitives) using only a single call. I'm not sure what term would be better though - "sets of geometric primitives", maybe? This also applies to the glMultiDrawElements, that I found somewhat difficult to understand without actually reading the code.

I don't think the relevance of the function "glDrawRangeElements" is immediately apparent from you description. As I understand it, the function is primarily meant to be a faster version of DrawElements, due to the fact that only a subset of the dataarray is referenced. I'm honestly not sure if this is actually the case for modern hardware - also I haven't ever seen a difference in speed between the two calls. But since you mention the function I think it would be nice if you argued for its reason for existence.


Kind regards,
Mikkel G.

Groove

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Re: [TUTO] OpenGL VBO
« Reply #2 on: January 02, 2007, 09:01:11 PM »
Thanks for your comments, there are really relevant. I will update the tutorial as soon as possible, indeed.