Comments (2)
Sorry, your code is a bit complex for a quick look at why this is slow.
I see you're using glBufferSubData
, which should be relatively fast for large arrays.
Maybe you can speed things up, if you leave the buffer mapped, similar to this:
https://github.com/JuliaGL/GLAbstraction.jl/blob/master/src/GLBuffer.jl#L117
Btw, any reason why you don't use GLVisualize for this?
Seems like you could easily save yourself from most of the code you've written there ;)
from glabstraction.jl.
So, I actually figured out the glBufferSubData after the comment here, but it would be nice if the version in GLAbstraction supported something like this in broadcasting to make the call streamlined. When I was using the setindex! methods defined for GLBuffers I was ending up binding, calling glBufferSubData, and unbinding 36,000 times or so. My stuff runs pretty acceptably fast now. (and sorry for subjecting your eyes to that code, it looks like a warzone right now.)
Re GLVisualize: Mainly that it was such a simple layout that it was pretty easy to do in closer to raw OpenGL without having to learn a new API for it. GLVisualize didn't seem to be geared toward polygons so much as data sets.
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