[performance] Use vertex array objects where available
Bug #1051299 reported by
Sam Spilsbury
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Compiz |
Triaged
|
Medium
|
Unassigned |
Bug Description
Currently, every time we want to render something we have to do something like this:
glBindBuffer (GL_ARRAY_BUFFER, vertices);
glEnableVertexA
glBindBuffer (GL_ARRAY_BUFFER, colors);
glEnableVertexA
glBindBuffer (GL_ARRAY_BUFFER, texcoords);
glEnableVertexA
glDrawArrays ...
glDisableVertex
glBindBuffer (GL_ARRAY_BUFFER, 0);
With vertex array objects we can do this:
glBindVertexArray (vArray)
glDrawArrays
Much fewer calls into openGL! And much fewer expensive ones too.
tags: | added: gdebugger performance |
Changed in compiz: | |
milestone: | none → 0.9.8.4 |
Changed in compiz: | |
milestone: | 0.9.8.4 → 0.9.9.0 |
Changed in compiz: | |
milestone: | 0.9.9.0 → 0.9.9.2 |
Changed in compiz: | |
milestone: | 0.9.9.2 → 0.9.10.0 |
Changed in compiz: | |
milestone: | 0.9.10.0 → 0.9.11.0 |
Changed in compiz: | |
importance: | Undecided → Medium |
status: | New → Confirmed |
status: | Confirmed → Triaged |
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