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Dec 16, 2019 at 13:21 answer added serg06 timeline score: 1
Jun 3, 2015 at 15:36 history edited user1430
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Feb 9, 2015 at 22:41 answer added Andreas timeline score: 3
Feb 9, 2015 at 21:19 comment added Andreas I am going to try something similar to buffer ping-ponging to solve this. It seems that the problem is that each time I do this the CPU and GPU spend ages syncing. I am not sure I have the corrrect solution, but I will post it as soon as I get any positive results.
Feb 9, 2015 at 19:16 comment added david van brink I'm not posting this as an answer, because I'm just learning this part of OpenGL also, and kind-of making stuff up. That said -- two things to try might be: 1) would it be ok to read it only every, say 200 frames, and average? 2) maybe "ping-ponging" two or more buffers would help, since reading and drawing wouldn't necessarily block each other. Not sure what the change-and-read sequence recipe exactly should be...
Feb 9, 2015 at 10:15 comment added Andreas it`s the buffer read which affects the performance. The atomic increment has neglible impact.
Feb 9, 2015 at 2:04 comment added david van brink Is it the atomic increment, or the buffer read, which seems to impact performance? You can determine this by removing one, then the other.
Feb 9, 2015 at 0:10 history asked Andreas CC BY-SA 3.0