--- Log opened Thu Oct 04 00:00:27 2012 |
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01:45 | | * Thalass fiddles around with the opencv and python |
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09:24 | <&McMartin> | Hum |
09:25 | <&McMartin> | What do you know! |
09:25 | <&McMartin> | My scholarship has let me skip asking a question in here |
09:25 | <&McMartin> | But I'll announce it anyway. |
09:25 | <&McMartin> | My question was "Do VBOs get to exist independently of shaders?" The answer is "Yes! Because VBOs were introduced in OpenGL 1.5." |
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09:26 | <&McMartin> | Something I'm not clear on |
09:26 | <&McMartin> | It's not hugely important because I don't get to rely on them existing |
09:26 | <&McMartin> | But what do VAOs buy you? |
09:54 | <&McMartin> | It looks like they pre-bundle all your various VBOs together into a unit, I guess? |
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10:23 | <&McMartin> | Aha, yeah, I think I see |
10:24 | <&McMartin> | A VAO is a SVAF amalgam - a VBO is the data amalgamated. |
10:25 | <&McMartin> | (SVAF was the wrapper I put around the old 1.2 extension "compiled vertex array") |
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20:19 | <&McMartin> | Woo, I think I have an upgrade path |
20:21 | <&McMartin> | Step 1: Start using VBOs everywhere internally. |
20:21 | <&McMartin> | Step 2: Replace the immediate-mode stuff in the demo code with more VBOs. |
20:21 | <&McMartin> | Step 3: Replace the use of OpenGL 1.x lighting equations &c with shaders |
20:21 | <&McMartin> | Step 4: Make those be fragment instead of vertex lighting |
20:22 | <&McMartin> | At this point, I get before and after screenshots |
20:22 | <&McMartin> | Step 5: Fork rendering code to one that uses GLSL 1.30 and vertex attribute arrays instead of the fixed functionality Vertex/Normal/Texture pointers. |
20:23 | <&McMartin> | (Step 5 might actually be two parts, to stay in GLSL 1.20 but not use any more fixed functionality than 1.20 requires) |
20:24 | <&McMartin> | Step 6: Make the GLSL 1.30-based renderers also use VAOs so that switching between SVAF Amalgams ends up being a single call under the hood |
20:25 | <&McMartin> | At this point, SVAF stops being interesting as a rendering library and starts being interesting more as a mesh format with integrated collision detection |
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20:26 | <&McMartin> | Those of you with actual experience with modern OpenGL: does this seem like a reasonable set of code transforms to get from OpenGL 1.2 rendering code to OpenGL 3.0? |
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23:07 | | * ToxicFrog does a framebuffer read, multicore activation, deactivation, framebuffer write in 22us |
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--- Log closed Fri Oct 05 00:00:42 2012 |