To phase out legacy drawing functions (e.g. gl.Vertex() ), moving to vertex arrays and instanced rendering is the most important thing. This video features a talk about how to manage drawing the same geometric primitive multiple times with different parameters using features exposed by the BAR fork of the SpringRTS engine. It features a full rundown of how to use this in a sane, and extremely efficient manner.
Speakers in this video are Beherith, MasterBel and Ivand.
The Lua Instance VBO Table implementation can be found here: https://github.com/beyond-all-reason/Be ... otable.lua
The InstanceVBOTable offers a convenient Lua wrapper around instance buffers, allowing you to use it as a lua table of instance, efficiently updating and popping and pushing elements into a list of things to draw.
The performance gains of using this method of drawing things are absolutely massive, as you can submit hundreds or thousands of draw calls in a single draw call.
YT link:https://youtu.be/hLAMZdN1lw4
New Lua OpenGL Instanced Rendering API in BAR engine version [Video talk]
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Re: New Lua OpenGL Instanced Rendering API in BAR engine version [Video talk]
Thanks a lot for the extensive presentation. Will have a look at it...