6/19/2023 0 Comments Opengl vs directx 12![]() Those are managed and reused by the swap chain during the life time of the program. In DirectX 12, the frame buffers must be created by the graphics programmer. So I assume, that the GPU memory, mapped to this VBO is reused after another call to glBufferData in the next frame. According to the OpenGL documentation, this function creates and initializes the buffer's data store on the GPU. Let's assume instead, that I want to re-upload my vertex buffer every frame using glBufferData. In case I want to update my vertex buffer every frame, I could simply do this using glBufferSubData. In my example program, I created vertex and index buffers using glGenBuffers and uploaded them to the GPU using glBufferData. In OpenGL (my application runs an OpenGL 3.3 context), the frame buffers are created implicitly so I assume, that they are also freed implicitly by the API. I studied several tutorials but I still do not completely understand, how the memory is managed on the GPU side. I am currently improving my knowledge in OpenGL and DirectX 12 in order to create graphics applications with both APIs.
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