Vulkan Memory Management : How to write your own allocator
Hi ! This article will deal with the memory management in Vulkan. But first, I am going to tell you what happened in my life. State of my life Again, it has been more than one month I did not write anything. So, where am I? I am in the last year of Télécom SudParis. […]
Vulkan
(allocator, C++, memory management, Vulkan)
Indirect Rendering : “A way to a million draw calls”
Hello ! This time I am going to talk about the Multi Draw Indirect (MDI) rendering. This feature allows you to enjoy both the purpose of multiDraw and indirect drawing. Where does the overhead comes from? Issuing a lot of commands Issue a drawcall in GPU based rendering is a really heavy operation for the […]
OpenGL
(AZDO, batching, C++11, Indirect drawing, OpenGL)
OpenGL AZDO : Bindless Textures : batching problem solved
Hello! After playing with Vulkan, I had to assume that it is not as easy as I wanted to use. Since this thing done, I preferred to come back to OpenGL. However, Vulkan let sme learn a lot of things about how OpenGL works internally. I am going to make a series of tutorials about […]
OpenGL, Rendering
(AZDO, batching, bindless textures, OpenGL)