opengl-core | OpenGL bindings for Ruby
kandi X-RAY | opengl-core Summary
kandi X-RAY | opengl-core Summary
OpenGL core profile and extension bindings for Ruby 2.x.
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QUESTION
I've been working on project using OpenGL. Particles are rendered using instanced draw calls.
The issue is that sometimes glDrawElementsInstanced will not render anything. And no errors are reported. Other models and effects render fine. But no particles in my particle system will render. The draw call looks something like
...ANSWER
Answered 2019-Aug-20 at 13:43It turns out this isn't an issue with instancing. I implemented a non-instance version and had the same issue. The real issue is with my rendering systems. Currently the swap buffer and the render particles are listening to the same delegate (event) and occasionally the swap buffers will come first when the event broadcasts. So the ordering was:
- clear screen
- render scene
- swap buffers
- render particles
- clear screen
- render scene
- swap buffers
- render particles
So, the particles were never visible because they were immediately cleared at what was supposed to be the start of the next frame.
QUESTION
I've been primarily developing on Linux (Mint) and Windows using SDL2 and OpenGL 3.3, with few issues in regards to drawing objects. CPU usage never really spiking past ~40%.
That was, until I tried porting what I had to OSX (Sierra). Utilizing the exact same shader and code that runs on Linux and Windows just fine, spikes the cpu usage on OSX to ~99% consistently.
At first, I thought it was a batching issue, so I batched my draw calls together to minimize the number of calls to glDrawElements, and that didn't work.
Then, I thought it was an issue involving not using attributes in the vertex/fragment shader (like: OpenGL core profile incredible slowdown on OS X)
Also, I maintain the framerate at 60 fps.
After sorting that out, no luck. Tried logging everything I could, nothing from glGetError() nor from shader logs.
So I removed bits and pieces from my vertex/fragment shaders to see what in particular was slowing down my draw calls. I managed to reduce it down to this: Any call in either my vertex/fragment shaders to the texture() function will run the cpu to high usage.
Texture loading code:
...ANSWER
Answered 2017-Feb-14 at 23:48You do a lot of gl-calls in your draw code: binding buffers, uploading data to buffers, etc. Most of them would be better done when preparing or uploading data.
I prefer to do in the draw code just:
- glUseProgram(program);
- Enable de VAO by
glBindVertexArray
- Pass uniforms
- Active texture units by
glActiveTexture
- glDrawXXX commands
- glUseProgram(0);
- Disable de VAO
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On a UNIX-like operating system, using your system’s package manager is easiest. However, the packaged Ruby version may not be the newest one. There is also an installer for Windows. Managers help you to switch between multiple Ruby versions on your system. Installers can be used to install a specific or multiple Ruby versions. Please refer ruby-lang.org for more information.
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