XZibit's picture

Performant way to draw pixels in OGL?

Hi there

in an earlier project we tried to draw Bitmaps on the screen by using glWritePixels but this was very very very slow. Is there any other solution known to draw pixels (like bitmaps or so on) on the screen in a performer way than pushing pixels over the bus to the gpu?

Is there any buffer existing to put pixels in or can i just youse display lists to do that and if so, does anyone have an example of how to do this?


XZibit's picture

Bitmap/Texture Fonts gives slowdown

Hi there

i created some classes to use in 2d rendering including some Fonts. Now when i put the fonts on the screen and print one string with 18 characters, it gives me a slowdown of at least 1000 frames and it gets more with every new character. Im using display lists witch a power of 2 texture and a charakter-atlas so i couldnt imagine why it is so slow especialy because there are only texcoords an vertex calls on the lists with the local character-location as texcoord and the size of the element beeing drawn. My lists are drawn with glcalllists as trianglestrip and the texture is bound once each frame.

Has anyone an idea or a better solution to implement bitmap/texture fonts?


flopoloco's picture

Displacement Mapping

Hello, are there any ideas about displacement mapping with OpenGL 3?

http://www.youtube.com/watch?v=SYU3YU3d7GI&feature=player_embedded#!


AmzBee's picture

Fast rendering without VBO's

Hey everyone, sorry to make my first post based on a question, but just to let you know I've tried allot of things before reaching
out, I have a bit of a pickle. This morning I started down the path of implementing VBO's to boost the performance of my tile based
engine, I got my head around them, and actually like the neat way the deal with lots of verts at one time, however after getting a
entry point not defined error I realised that I don't even have the ability to use VBO's on this system spec:

Windows XP Machine
ATI Radeon 9200 (applologies for saying GeForce)
2GB DDR-EEC
Xeon 2.4 Dual Core X2 CPU

Now I could go and get my FX5200 out of another XP machine I have, even though it's old, it does support OpenGL 1.5, but the
truth is there are plenty of games that run wonderfully on this machine, and I'm puzzled as why when drawing a 640x680 screen
with 32x32 quads would give me at best 20fps. Is there a more efficient way to stream quads to the graphics card, or should I just
admit defeat and get that FX5200?

Here are a few optimizations that have been made to speed things up:


Norris's picture

program architecture for a modeling/editing app. few questions.

Hi !
I like modeling, and my main goal to play with OpenTK is to create some 3D utility softwares like modeling app or "mesh tools" like MeshLab. I'm not planning to create a game.

So, in this context, I have a few questions about the architecture of the program.

1) I know that, sometimes I need to have different normals on the same vertex, so I need as many vertices as normals vectors. But this is not always the case. So I think it's good to delete duplicate vertices and use this "clean" list with an indexed VBO. I know how to do, and that works.
But I think it may complicate things when I'd work on the vertices. On the other side, If I have 3 or more vertices at the same position, how to deal with this when I want to move a vertex for example ?
For modeling, I work with MAXON Cinema 4D, and for a simple example of a cube, I only have 8 vertices, but I have a flat shading as if it has a vertex for each triangle !
This is the opposite of what we read in OpenGL tutorials.
And if I have a "merged vertex" for some polygons and I want to modify the normal for only one polygon or vertex, I need to duplicate this ?

How modeling package deal with it ?