Sometimes you can find interesting stuff in your past projects!
One day I was thinking about new post topics for the blog, but somehow, I got not much energy to do it. So, I just browsed through my very old projects (that are actually listed in my portfolio site). Memories came back and I decided maybe it’s time to refresh the ancient code files!
Finally, I managed to finish the adventure with my particle system! This time I’d like to share some thoughts about improvements in the OpenGL renderer.
Code was simplified and I got little performance improvement.
The Series Initial Particle Demo Introduction Particle Container 1 - problems Particle Container 2 - implementation Generators & Emitters Updaters Renderer Introduction to Software Optimization Tools Optimizations Code Optimizations Renderer Optimizations Summary The most recent repo: particles/renderer_opt @github
In part 2 of the article about persistent mapped buffers I share results from the demo app.
I’ve compared single, double and triple buffering approach for persistent mapped buffers. Additionally there is a comparison for standard methods: glBuffer*Data and glMapBuffer.
This post is a second part of the article about Persistent Mapped Buffers,
It seems that it’s not easy to efficiently move data from CPU to GPU. Especially, if we like to do it often - like every frame, for example. Fortunately, OpenGL (since version 4.4) gives us a new technique to fight this problem. It’s called persistent mapped buffers that comes from the ARB_buffer_storage extension.
As I wrote in the Introduction to the particle series, I’ve got only a simple particle renderer. It uses position and color data with one attached texture. In this article you will find the renderer description and what problems we have with our current implementation.
The Series Initial Particle Demo Introduction Particle Container 1 - problems Particle Container 2 - implementation Generators & Emitters Updaters Renderer (this post) Introduction to Optimization Tools Optimizations Code Optimizations Renderer Optimizations Summary Introduction The gist is located here: fenbf / ParticleRenderer
Finally I have managed to publish my awesome water simulation! I know that I wrote about my intentions to publish the project some time ago but as usually there was no enough time :)
The code is quite old and was ready something like 2 years ago. As usually I wanted to polish it and thanks to that it was blocked for too long period of time.