![]() ![]() ![]() As you can imagine, by mapping buffer only once we significantly reduce number of heavy OpenGL function calls and what's more important, fight synchronization problems. Persistent Mapping is also included in modern OpenGL set of techniques called "AZDO" - Aproaching Zero Driver Overhead. ![]() No need to unmap it and release the pointer to the driver. It allows you to map buffer once and keep the pointer forever. It appeared in ARB_buffer_storage and it become core in OpenGL 4.4. but let's talk about our main hero in this story: persistent mapped buffer technique. I've used those techniques in my particle system - please wait a bit for the upcoming post about renderer optimizations. This post serves as a summary and a recap for modern techniques used to handle buffer updates. I've learned a lot especially from Persistent mapped buffers and Maximizing VBO upload performance! - javagaming. The Second Part with Benchmark Results (on my blog)įirst thing I'd like to mention is that there is already a decent number of articles describing Persistent Mapped Buffers. This post is an introduction to the Persistent Mapped Buffers topic, see It's called persistent mapped buffers that comes from the ARB_buffer_storage extension. Fortunately, OpenGL (since version 4.4) gives us a new technique to fight this problem. Especially, if we like to do it often - like every frame, for example. It seems that it's not easy to efficiently move data from CPU to GPU. ![]()
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