Using Vertex Buffer Objects to transfer my mesh data (vertices, normals, curvatures) directly into GPU memory using STATIC_DRAW_ARB pointers just tripled the performance of my GLSL shader implementation.

Running a heavy model (+300k vertices) drawn with contours and suggestive contours at 24 fps, average.

Leave a Reply

Your email address will not be published.

This site uses Akismet to reduce spam. Learn how your comment data is processed.