I recommended the use of RenderDoc to him to see what exactly was happening with OpenGL while the game was experiencing severe frame drops. One of the immediately noticeable things was the API errors, "No vertex shader bound at draw." I told him that this could mean that they were submitting array buffers without an activate shader program, he asked me what vertex shaders do, and I told him that they are used to determine the final location of vertices and also optionally adjust texture coordinates and vertex normals before the fragment shaders run.
I am not an expert when it comes to low level APIs such as OpenGL, I only have basic experience with it. I don't think that the API errors would cause any noticeable lag.
Another thing I seen was a large number of vertex array objects. There seemed to be way to many for what was actually on screen. I don't know how you guys have your render system set up, so I don't know if this is normal or not, I guess it would make sense if you guys didn't use some form of texture mapping/stitching so that you can draw blocks with different textures all in the same buffer.
Hello, I am his friend who makes games...
I recommended the use of RenderDoc to him to see what exactly was happening with OpenGL while the game was experiencing severe frame drops.
One of the immediately noticeable things was the API errors, "No vertex shader bound at draw." I told him that this could mean that they were submitting array buffers without an activate shader program, he asked me what vertex shaders do, and I told him that they are used to determine the final location of vertices and also optionally adjust texture coordinates and vertex normals before the fragment shaders run.
I am not an expert when it comes to low level APIs such as OpenGL, I only have basic experience with it. I don't think that the API errors would cause any noticeable lag.
Another thing I seen was a large number of vertex array objects. There seemed to be way to many for what was actually on screen. I don't know how you guys have your render system set up, so I don't know if this is normal or not, I guess it would make sense if you guys didn't use some form of texture mapping/stitching so that you can draw blocks with different textures all in the same buffer.