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)
Vulkan Pipelines, Barrier, memory management
Hi! Once again, I am going to present you some vulkan features, like pipelines, barriers, memory management, and all things useful for prior ones. This article will be long, but it will be separating into several chapters. Memory Management In Vulkan application, it is up to the developer to manage himself the memory. The number […]
Rendering, Vulkan
(AZDO, C++11, global illumination, OpenGL, Pipelines, rendering equation, Vulkan)