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VBO (Read 1827 times)
VBO
Sep 3rd, 2009, 5:18am
 
aka Vertex Buffer Objects. Can anyone confirm that they are working correctly in Processing?

I couldn't find any real info or examples...

Re: VBO
Reply #1 - Sep 3rd, 2009, 4:39pm
 
I can't remember that they are implemented in Processing. You can use OpenGL calls in Processing, but they are not supported.


btw on my Computer VBO are slower than simple OpenGL calls.  Embarrassed
Re: VBO
Reply #2 - Sep 4th, 2009, 2:44am
 
Yes, you can use VBO in processing.

I even made a library to do basic things with them ( http://www.hardcorepawn.com/SuperPoint/ ) And the objLoader library I think can draw via VBOs too.
Re: VBO
Reply #3 - Sep 6th, 2009, 3:24am
 
Hey, JohnG, I find that your stop() bit crashes browsers.  Otherwise VBOs work great as long as you don't need to dispose() of them while the program's running.  http://benhem.com/games/crystalcave uses them and doesn't dispose at the end.  Might be bad practice but seemed better than crashing everyone's browser.  Display lists might not be a huge performance drop, haven't done a real clinical test on multiple platforms / graphic card vintages.
Re: VBO
Reply #4 - Sep 22nd, 2009, 12:50pm
 
Thanks JohnG. I'll give it a try later. At the moment I can't even run OpenGL at all, because I'm using an external IDE (Netbeans) and I'm having trouble with the native libs. But I'll save that for another thread...
Re: VBO
Reply #5 - Oct 8th, 2009, 2:36pm
 
glgraphics library also has a GLModel class that it is implemented internally using VBOs. Works quite well, but I'm still refining the API of GLModel.

Library website (outdated):
http://users.design.ucla.edu/~acolubri/test/blog/real_time/processing/glgraphics
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