In GLSL version I don't even need VBO, waveform data is stored in a
texture. But we can switch to VBO.
For the pure-gl version I wanted to make a version that work for any
configure even old ones (Opengl < 1.5).
But of course we can test if ARB_vertex_buffer_object is available and
send data in a continuous chunk.
Should be faster and CPU depend should decrease.
Tom
2012/5/13 Albert Santoni <email address hidden>:
> Hey Thomas,
>
> Have you considered using display lists or VBOs for the waveform
> instead of immediate mode? I expect that would give you a fairly
> significant drop in CPU usage. (Maybe you're already using VBOs for
> the GLSL code?)
>
> Thanks,
> Albert
>
> --
> https://code.launchpad.net/~vrince/mixxx/waveform-2.0_pure-gl/+merge/105570
> You are the owner of lp:~vrince/mixxx/waveform-2.0_pure-gl.
In GLSL version I don't even need VBO, waveform data is stored in a buffer_ object is available and
texture. But we can switch to VBO.
For the pure-gl version I wanted to make a version that work for any
configure even old ones (Opengl < 1.5).
But of course we can test if ARB_vertex_
send data in a continuous chunk.
Should be faster and CPU depend should decrease.
Tom
2012/5/13 Albert Santoni <email address hidden>: /code.launchpad .net/~vrince/ mixxx/waveform- 2.0_pure- gl/+merge/ 105570
> Hey Thomas,
>
> Have you considered using display lists or VBOs for the waveform
> instead of immediate mode? I expect that would give you a fairly
> significant drop in CPU usage. (Maybe you're already using VBOs for
> the GLSL code?)
>
> Thanks,
> Albert
>
> --
> https:/
> You are the owner of lp:~vrince/mixxx/waveform-2.0_pure-gl.