Memory pool algorithms

I am looking for more intelligent VBO processing algorithms in OpenGL.

In its current form, I save each of my models in 4MB VBO. If the model is larger than 4 MB, it is stored separately. Objects are stored so that models are combined together to reduce the number of bundles.

The problem I ran into was how to clear unused VBOs that are only rarely used. Any resources on how I can better manage these memory pools are appreciated.

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VBOs are not like regular memory, no complicated “memory management” is needed. You select your own, suitable VBO size for each individual grid and do it with. Any attempt to outsmart the driver will result in poor performance.

Also, there is no use trying to make your VBOs as large as possible. In fact, VBOs with a small size from about 0.5 to 5 thousand. Peaks in my experience work best.

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- . freelist 100 , VBO . VBO, . , , .

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