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IGME-RIT/Basic-OpenGL-with-GLFW-OverheadVR
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Documentation Author: Niko Procopi 2020 This tutorial was designed for Visual Studio 2019 If the solution does not compile, retarget the solution to a different version of the Windows SDK. If you do not have any version of the Windows SDK, it can be installed from the Visual Studio Installer Tool CPU Overhead VR Prerequisites All other VR tutorials As an attempt to reduce CPU overhead in the first render pass, I changed the Mesh.cpp file to store all objects into one vertex buffer and one index buffer. That way, C++ and OpenGL dont need to constantly swap which buffers are active or inactive. Unfortunately, this saves 0.01 ms on average, not what I had hoped, but the difference would probably be more noticable which a much larger demo with hundreds of objects. Feel free to try this optimization on larger projects
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