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Mapped Vs Unmapped VBOs

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Mapped Vs Unmapped VBOs
« on: July 14, 2005, 08:51:33 »
Hi guys,

I've recently gotten back into LWJGL after a hiatus of a couple of years, and after a day rewriting my stuff from version 0.4 to 0.97 was very happy to see that the combination of new version of Java, several new versions of LWJGL and some new hardware increased my old app's frame rate from 60 to 400!!

Anyway, I recoded it to use Vertex buffer objects if supported and got another 25% increase, now I am just using plain unmapped buffer objects... mainly because I've had trouble understanding the mapped examples I've seen.  But the question is, are mapped VBOs that much better?


« Reply #1 on: July 14, 2005, 12:52:52 »
If I understand correctly, mapped VBOs are used for dynamic data. Basically the VBO gets mapped into main memory and the app can change that memory.  After the app is done it releases it and it gets mapped back in the graphics card.
That is, if I understand correctly  :roll:
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Mapped Vs Unmapped VBOs
« Reply #2 on: July 15, 2005, 11:02:18 »
Ahh, thanks.  That makes some sense  :D