The plague of PBuffer is lifted

I finally got the time to remove the PBuffer support from Sylphis! Since I simply hate BPuffer, I’ve been planning this for some time now, but I never got the courage to go through it since I don’t have much time lately.

The PBuffer was replaced by the new shiny extension EXT_framebuffer_object. The extension seems to work perfectly with the 5.9 ATI drivers I have on my ATI 9600. The only (expected) problem was the differences in the state keeping. With the PBuffer you have different contexts with each render target so the state is not shared. With the framebuffer objects the state is shared. That required some more changes but nothing big.

To tell you the truth I don’t see any performance improvements with the new extension but the code is much more readable and portable. No more messing with the windowing system to get a simple render target!

  • Even if there isn’t any performance improvments, it is always better to use the newest ARB standards. I’m a DirectX guy myself, I find it easier to use, but its less powerful in terms of what I’ve used OpenGL for. I’m confused about how all the games support both DirectX and OpenGL, but I assume they use their own defenitions which are translated through… something… anyway, I’ll just focus myself on game art and scripting for now.

  • Great blog post, I just passed this onto a uivstriney student who was doing a little analysis on that. And he in fact purchased me lunch because I discovered it for him. .. So let me rephrase that: Thankx for the treat! But yeah Thnkx for spending the time to discuss this, I feel strongly about it and enjoy learning more on this topic. If possible, as you gain expertise, would you mind updating your blog with more details? It is highly helpful for me. Two thumb up for this blog!