![]() ![]() It appeared in ARB_buffer_storage and it become core in OpenGL 4.4. but let's talk about our main hero in this story: persistent mapped buffer technique. ![]() I've used those techniques in my particle system - please wait a bit for the upcoming post about renderer optimizations. This post serves as a summary and a recap for modern techniques used to handle buffer updates. I've learned a lot especially from Persistent mapped buffers and Maximizing VBO upload performance! - javagaming. Double (Multiple) Buffering/Orphaningįirst thing I'd like to mention is that there are already a decent number of articles describing Persistent Mapped Buffers.The Second Part with Benchmark Results Intro This post is an introduction to the Persistent Mapped Buffers topic, see Note 1:Originally posted at Code And Graphics blog It's called persistent mapped buffers that comes from the ARB_buffer_storage extension. Fortunately, OpenGL (since version 4.4) gives us a new technique to fight this problem. Especially if we like to do it often - like every frame, for example. It seems that it's not easy to efficiently move data from CPU to GPU. ![]()
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