code logs -> 2012 -> Thu, 04 Oct 2012< code.20121003.log - code.20121005.log >
--- 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
code logs -> 2012 -> Thu, 04 Oct 2012< code.20121003.log - code.20121005.log >

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