OpenGL VBO vs. Immediate-Mode performance problem

Accname

2D-Graphics enthusiast
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1,463
Hi guys. I hope someone around here knows a lot about openGL.

I switched to VBO's after working with immediate mode for a bit, and to my surprise the performance didnt improve at all!? It got even slightly worse Oo.

I made a simple example program where I attempt to draw 20000 quads, once with immediate mode and once with a VBO (and glTranslate). I tried to trim the program to the essential parts:
Code:
    public class SomeScene {

        private XRect[] rects;
        private int vbo_id;
        private int ibo_id;
        
        private static final int IMAGE_COUNT = 20000;
        
        public void update() {
            GL11.glBegin(GL11.GL_QUADS);
            for (int i = 0; i < IMAGE_COUNT; i++) {
                GL11.glVertex3f(rects[i].get_x(), rects[i].get_y(), 0);
                GL11.glVertex3f(rects[i].get_x(), rects[i].get_final_y(), 0);
                GL11.glVertex3f(rects[i].get_final_x(), rects[i].get_final_y(), 0);
                GL11.glVertex3f(rects[i].get_final_x(), rects[i].get_y(), 0);
            }
            GL11.glEnd();
            /*
            * GL11.glMatrixMode(GL11.GL_MODELVIEW);
            * for (int i = 0; i < IMAGE_COUNT; i++) {
            *     GL11.glPushMatrix();
            *     GL11.glTranslatef(rects[i].get_x(), rects[i].get_y(), 0);
            *     GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_BYTE, 0);
            *     GL11.glPopMatrix();
            * }
            */
        }
        
        public void initialize() {
            load_rects();
            load_vbo();
        }
        
        private void load_rects() {
            rects = new XRect[IMAGE_COUNT];
            for (int i = 0; i < IMAGE_COUNT; i++) {
                float x = (float) (Math.random() * XProgram.get_display_width());
                float y = (float) (Math.random() * XProgram.get_display_height());
                rects[i] = new XRect(x, y, 32, 32);
            }
        }
        
        private void load_vbo() {
            int FLOAT_BYTE_SIZE = 4;
            /*
             * Define vertices and indices used by the VBO:
             */
            float[] vertices = new float[] {
                    0, 0, 0,
                    0, 32, 0,
                    32, 32, 0,
                    32, 0, 0
            };
            byte[] indices = new byte[] {
                    0, 1, 2, 2, 3, 0
            };
            
            /*
             * Create the vertex buffer; upload vertices into buffer.
             */
            vbo_id = GL15.glGenBuffers();
            FloatBuffer vbo_buf = ByteBuffer.allocateDirect(vertices.length * FLOAT_BYTE_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
            vbo_buf.put(vertices);
            vbo_buf.flip();
            GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_id);
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vbo_buf, GL15.GL_STATIC_DRAW);
            
            /*
             * Create the index buffer; upload indices into buffer.
             */
            ibo_id = GL15.glGenBuffers();
            ByteBuffer ibo_buf = ByteBuffer.allocateDirect(indices.length).order(ByteOrder.nativeOrder());
            ibo_buf.put(indices);
            ibo_buf.flip();
            GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo_id);
            GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo_buf, GL15.GL_STATIC_DRAW);
            
            /*
             * Make vbo ready for drawing:
             */
            int POS_COUNT = 3;
            int TEXCOORD_COUNT = 0;
            int stride = (POS_COUNT + TEXCOORD_COUNT) * FLOAT_BYTE_SIZE;
            
            GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
            //GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
            GL11.glVertexPointer(3, GL11.GL_FLOAT, stride, 0);
            //GL11.glTexCoordPointer(2, GL11.GL_FLOAT, stride, POS_COUNT * FLOAT_BYTE_SIZE);
        }
    }
I obviously left quite a bit out (context creation and loop), but that is equal for either modes and thus should not change the outcome of the comparison.

With immediate mode I get 41 fps.
With the VBO I only get around 38 fps and pending between 35 and 40.

What am I doing wrong?
 
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333
You're not going to see any performance improvements if your VBO is just a quad and then you call glDrawElements 20000 times a frame. This is not the intended usage pattern of VBOs. Pack all 20000 quads into a single VBO and then you only need to call glDrawElements once a frame.
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
There should still be some change. After all, I dont need to send the vertex data to the graphics card every frame. It is already stored on the graphics cards own memory and I only tell it to draw.
Well, there should be a slight improvement at least, or not?
 
Reaction score
333
The vertex data you're sending per quad is very minimal. The overhead on those function calls is more significant. glDrawElement calls in particular are fairly expensive.
 
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