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VAO Primitive Vertex Data Ownership #77
Labels
OpenGL
Software related to the gaphics rendering backend.
Optimization
Optimizing and improving existing features and code,
Currently each entity has its own vertex data. When loading the data to the GPU the buffer size is allocated
glBufferData()
and then looped over all of the entities and over each entities vertex vectorglBufferSubData()
.If all of that vertex data of all of the entities can be stored in one vector (and the entities only contain information regarding where in the vector the vertices are) the data can be loaded with only one call
glBufferData()
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