Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9244471
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 18, 20262026-06-18T09:02:30+00:00 2026-06-18T09:02:30+00:00

I am developing a rendering engine with OpenGL as base renderer. The renderer start

  • 0

I am developing a rendering engine with OpenGL as base renderer.
The renderer start with 150 fps in beginning and after 30 seconds or so the fps increases to 500.
I have timed each part of the engine separately and the only part that increase in speed is the drawMesh function which binds the [static]VBOs and calls the glDrawArrays.

I have also commented the glPush and glGet functions with the same behavior as result.

This happens every time i run the engine, even when the camera is not moved and remains rendering the exact same scene.

Does anyone has any idea how this can be happening?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-18T09:02:33+00:00Added an answer on June 18, 2026 at 9:02 am

    The problem

    The problem arises from the VBO being mapped to a buffer after being created. The model class does this once to update its boundaries; and in case of particles to update the buffer with required data.

    As it seems the video-card (or at least in my case having a Geforce GTS 450) does not copy the data back into the video-card directly after unmapping the VBO, specially when using the GL_READ_WRITE_ARB flag for mapping the buffer. it will keep the data in external RAM for few seconds before copying the data back into the VRAM.

    The solution

    By using the GL_READ_ONLY_ARB flag to map the data which are supposed to only read the data, the buffer will get copied back into the VRAM almost directly. However in my case it would be much more efficient to calculate the boundaries during the mesh conversation and not accessing the data at all once the VBO is created for such purposes.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm developing a rendering engine for a game i am currently building.. I have
I am currently developing a Direct3D 11 rendering engine using C#. I have already
I am developing the application that uses DirectX for graphics rendering. I have to
I am developing an Android game and I have my SurfaceView rendering the game
I'm developing application with Backbone.js View class returns one element after rendering. It's ok
In developing this site for a friend, I have come across serious issues rendering
I'm trying to add text rendering to a Carbon OpenGL app I'm developing for
I'm having some difficulty rendering my UITabBar in the language I want. I'm developing
Developing for Android 2.3, I have a question regarding layouts. I use a vertival
Developing a project of mine I realize I have a need for some level

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.