NVIDIA Developer Zone

Search

Search results
Using VBOs
Performance Question (VBO vs immediate mode) - NVIDIA ...

... with immediate mode is >3x faster than drawing using VBO's. Here is the code snippet: FramebufferObjectPtr fbo = new FramebufferObject(); ...

Using Vertex Buffer Objects | NVIDIA Developer Zone

File, Description, Size. Using-VBOs.pdf, This whitepaper explains what vertex buffer objects (VBOs) are, and how to use them. 943.033KB. About · Contact ...

Sharing numerous small buffer objects between OpenGL and OpenCL

I'm going to put a work around in place, but was wondering what was going on. ... std::vector< unsigned > vbos; ... cl_mem sharedObject = 0; ...

Using COLOR semantic with OpenGL 3 - NVIDIA Developer Forums

... vertex buffer objects for OpenGL 3 that only the position worked. The colour data wasn't being applied. This is how I'm using the VBOs now: GLuint vao, vbo[2 ]; ...

OpenGL cuda textures - NVIDIA Forums

10 Jun 2009 ... Im trying to convert a VBOs code, that works on the CPU perfectly. ... glBindBuffer (GL_ARRAY_BUFFER, 0); // register buffer object with CUDA ...

OpenCL / GL interop crash - NVIDIA Forums

5 Jun 2011 ... I'm experiencing GPU crashes/freezes when the number of objects in a VBO, used in CL/GL interop, is exceeding ~32k objects. The VBO stores ...

CUDA/OpenGL interop 'bug'/missing-documentation - NVIDIA Forums

30 Jan 2009 ... Either cuGLUnmapBufferObject or cuGLUnregisterBufferObject leaves ... to realise that despite the fact I wasn't using VBOs, CUDA was binding ...

type cast when using double-precision vbo with vert_program(float4 ...

So i have this big triangular mesh with double-precision vertex positions. i ... double to float on-the-fly when rendering such a double vbo using a float ... With direct access to buffer object memory, that case gets harder if there ...

Vertex buffer objects and host memory allocation - NVIDIA ...

That's why I hoped that using static VBOs gives me back some host memory. As the application runs on windows and linux I used the ...