I need to know how I can render many different 3D models, which change their geometry to each frame (are animated models), don't repeat models and textures.
I carry all models and for each created an "object" model class.
What is the most optimal way to render them?
I work with OpenGL 3.x or higher, C++ on Windows.
Why is that? That depends on the complicated process that gets your data, converts it, pushes it to GPU and then makes pixels on the screen flicker. So, instead of "one best way", a few of guideliness appeared that might usually improve the performance.
:)
)Now, it's obvious that if you want to have a model that will change, you can't have the cake and eat it. You have to made tradeoffs. Simply put, dynamic objects will never render as fast as static ones. So, what should you do?
GL_STREAM_DRAW
or GL_DYNAMIC_DRAW
) - that should guarantee optimal memory arrangement.And last but not least, always carefully measure the impact of your change on performance. Going blindly won't help. Measure accurately and thoroughly (even stuff like shader compilation time might matter sometimes!). Then, even if you go by trial-and-error, there's a hope you'll get somewhere.
And to address one of your points in particular; whether it's one large VBO and a few smaller ones doesn't really matter, but a huge one might have problems in fitting in memory. You can still update parts of it, and what matters most is the memory arrangement inside of it.