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Testers and reviewers wanted: BFG-style vertex cache

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#151 nbohr1more


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Posted 07 July 2018 - 01:24 PM

I doubt that. The backend is not responsible for making decisions about what to render, that's the frontend's job.

Do you have a savegame or video for me, so that I can actually see what you are talking about?

I guess, I was thinking of the distance checking in the portal culling routine in the Renderer
but that technically counts as frontend too. I should end the bad habit of calling Render backend and
Game frontend...
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#152 duzenko


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Posted 08 July 2018 - 01:22 AM

Question: are we mapping entire VBO and what driver is doing behind the scene?

Is it copying our entire vertex data (static and dynamic) each frame back and forth to system memory and then to VRAM?

#153 cabalistic



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Posted 08 July 2018 - 03:45 AM

Static vertex cache is only copied once, after level load. The dynamic vertex cache is copied each frame, but only those parts that were actually used. I used glFlushMapBufferRange to mark the parts that need to be copied.

#154 lowenz


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Posted 08 July 2018 - 10:03 AM

Don't know if it's FBO related or Vertex Cache related!


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