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Graphics / Re: sf::VertexBuffer::update() memory reallocation
« on: January 11, 2022, 04:45:32 am »
Shame on me.
Then another question regarding re-specification - the doc you linked says:
So, should I switch to raw glBufferSubData calls when using large buffers? And by large I mean rendering all game objects (apart from GUI) in one single buffer.
Then another question regarding re-specification - the doc you linked says:
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Since allocating storage is (likely) faster than the implicit synchronization ... it is likely that the GL driver will not be doing any allocation ... (though of course this isn't guaranteed)However, https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferSubData.xhtml seemingly contradicts this statement:
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When replacing the entire data store, consider using glBufferSubData rather than completely recreating the data store with glBufferData. This avoids the cost of reallocating the data store.
So, should I switch to raw glBufferSubData calls when using large buffers? And by large I mean rendering all game objects (apart from GUI) in one single buffer.