Batching in OpenGL

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This video is about a graphics programming optimization technique called Batching. It helps us render different meshes with less number of draw calls and get much better performance.

Source code:

♫ Music credits ♫
My Achy Heart - Audio Hertz
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Thank you for this. I really appreciate how tightly organized the video is. Starting with the instancing comparison is great, and the video's very information dense. Doesn't waste time at all.

mikewaters
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Excellent explanation. Not short like you got a bus to catch, and not long and rambling like ur haven't talked to a human in 20 years.
This puts other creators to shame.
Keep it up

Overwatch
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3:05 You should avoid copying a vector; pass it by reference. Heap allocation is very slow.

obinator
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i also believe this is the best way to draw non-specialized geometry requiring simple model structure!

dustinkeversmith
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Cool explanation, thanks. I think this might somewhat explain what "spritebatch" is in the Monogame Framework. I always wondered why they called it that.

matthewexline
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@ 6:01, the flicker in the back, that is because you are not using mipmaps, I believe - isn't that right?

JacobElliottSermons
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Thanks. This is very cool video. I wish you to increase amount of views, as very useful content...

sshevtsov
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Great! Would be great to have a look at the source code for your examples, thanks!

chdsmaxuser
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The best IT-related videos on YouTube are made by Indians

mariocamspam
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Great stuff thank you for this is there more details somewhere?

AlbertRyanstein
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Nice content, keep up 👍. I am just wondering if you do the world space transformation on CPU side and transfer mesh data to GPU every frame, is it actually an ideal practice? But certainly, it is better than doing drawcall for every single object each frame. I think in vulkan the MVP can also be easily batched, but not sure about openGL.

fangzhoulu
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Hello! Can i use instancing and batching in *raylib* ? Have you tried *raylib* for teeth?

DeadRabbitCanDance
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Batching this way only really works for static objects.

bokaj
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Your CPU must be out of this wolrd though processing 4 Million vertices at 170fps. Hard to believe it.

SnakeEngine
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Great video but, where can I see the source code for this?

korigamik
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Are you rebuilding the batch mesh data each frame, or just once and reusing it?

marclurr
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Is this the same idea as Unity's batch processing?

NagiTangCheong