Complex shapes and detailed 3D models require large amounts of vertex data to describe them in OpenGL. Moving vertex data from your application to the graphics hardware incurs a performance cost that can be quite large depending on the size of the data set. Applications that use large vertex data sets can adopt one or more strategies to optimize how the data flows to OpenGL.
This chapter provides best practices for working with vertex data, describes how to use extensions to optimize performance, shows how to use a fence command to test for completion of OpenGL commands, and discusses how to set up double buffers.
Best Practices for Working with Vertex Data
Using Extensions to Improve Performance
Double Buffering Vertex Data
See Also
Last updated: 2008-06-09