Thanks for the hint with VBO. I've to regard this and should use ES Arrays in that case. Your Compiler flag is a good idea.
But I think this is not the problem. Same code runs with PVRFrame on 32bit MinGW with VBO's (a version I've implemented last year before I've start with c++11 support).
I've found the Angle library as ES2 emulator and will give it also a try. Also I will check out ES3, I've seen PVRFrame also offers libs for it...
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In Topic: MinGW64 and GLES2 emulator?
Yesterday, 03:19 PM
In Topic: Issue with dynamic VertexBuffer reuse in Direct3D9
07 January 2013 - 08:42 PM
I checked my render data again, anything is correct. I also tried to lock the entire buffer with discard flag, but this solves not the problem.
Finally i've implemented a zero fill of the entire buffer before writing the data to the buffer, now it works. Thanks for your support.
Finally i've implemented a zero fill of the entire buffer before writing the data to the buffer, now it works. Thanks for your support.
In Topic: Issue with dynamic VertexBuffer reuse in Direct3D9
06 January 2013 - 10:30 PM
I've checked my values multiple times, they should be correct (I use the same values as base on GL buffers where all is perfect). The offset is allways zero and I use length in bytes... I will try out the zero filling.
In Topic: Issue with dynamic VertexBuffer reuse in Direct3D9
06 January 2013 - 09:47 PM
Thanks for your detailed informations. If I can't follow your advise with the sections, what is the better way I should go? Should I zero fill the entire buffer before each write call or should I recreate a new one?
In Topic: Issue with dynamic VertexBuffer reuse in Direct3D9
06 January 2013 - 06:38 PM
I pass first 6 Vertices, at 2nd also six (changed texture) and finally 12 Vertices using same texture as data from first pass. The issue occurs rendering the final content. Each pass has zero offset. I thought the discard flag ensures that the content of the buffer is discard completely.
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