Thomas Harte
|
8cd5d40e00
|
Made an attempt to reduce the amount of data heading to the GPU.
|
2016-03-22 21:16:32 -04:00 |
|
Thomas Harte
|
9da7716c72
|
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
|
2016-03-19 22:46:17 -04:00 |
|
Thomas Harte
|
aa8a192c7e
|
Simplified API down to their being a single texture with a specified depth.
|
2016-03-19 17:37:55 -04:00 |
|
Thomas Harte
|
4ac1f959e9
|
A shortcut here and a shortcut there; this allows me at least to determine whether use of a PBO gains anything.
|
2016-03-19 17:07:05 -04:00 |
|
Thomas Harte
|
0b1c9fb291
|
Ensured I don't interrupt triangle strips for the purpose of glDrawArrays.
|
2016-03-18 21:28:53 -04:00 |
|
Thomas Harte
|
2e4af90e2d
|
Resolved output errors.
|
2016-03-18 21:19:11 -04:00 |
|
Thomas Harte
|
61e880de03
|
Keeping a buffer permanently bound is apparently illegal. So back to copying in on demand. Which I think still improves on synchronisation, but not much.
|
2016-03-18 21:11:09 -04:00 |
|
Thomas Harte
|
c8ecfb89d8
|
Some cleaning.
|
2016-03-16 22:52:33 -04:00 |
|
Thomas Harte
|
0d27d3bb7f
|
As messy as it is, this use glMapBufferRange to avoid explicit buffer submits.
|
2016-03-16 22:29:22 -04:00 |
|
Thomas Harte
|
bf5747f83e
|
Made an attempt to chop out all the stuff of building up the OpenGL data from the stuff of parsing input.
|
2016-03-08 22:40:23 -05:00 |
|
Thomas Harte
|
14b2927275
|
Made further attempts to tidy up; trying to demarcate between public interface and private.
|
2016-03-08 20:59:16 -05:00 |
|