在 C++ 中使用顶点缓冲区对象OpenGL
我正在开发一款基于 3D 图块的策略游戏,并了解到实施 VBO 将显着提高游戏的帧速率并减少 CPU 使用率(听起来不错,对吧?)。然而,在我看过的教程中,我无法完全掌握如何实现它。有没有人有这样做的经验,并且可以向我指出可靠的来源或提供实际有效的示例代码?谢谢!
I am working on a 3d tile-based strategy game and have read that implementing VBO's will significantly increase the game's frame rate and reduce the cpu usage (sounds great right?). However, among the tutorials I've looked at I can't quite get a handle on how to implement it. Has anyone had experience doing this and can either point me to a reliable source or provide sample code that actually works? Thanks!
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这些合适吗?
Are these suitable?