3 ms·
Efficient OpenGL programming was always hard for me, as I don't just need to learn the API, but also try to figure out how it's implemented, which is often undo
by xiphias2 6y ago
Efficient OpenGL programming was always hard for me, as I don't just need to learn the API, but also try to figure out how it's implemented, which is often undocumented and unspecified.
It's actually hard to understand for me that an API that was created for efficient computing doesn't specify/guarantee the relative speed/latency of operations.
- whatshisface 6y agoYeah, there are some really interesting unexpected performance implications - for instance, it's actually a great idea to send updates to buffers in a way that implies new allocation, because most drivers will silently and automatically set up a multiple-buffering system that reuses resources efficiently and doesn't stall the pipeline. Sending partial updates looks better on the surface, but because it can stall while the driver waits for the resource you're updating to fall out of use, it can be worse unless you set up the triple buffering yourself!