
When rendering these VBO's they are submitted as pointers to system memory (addresses) to the Graphics Data Queue (A transport structure of the graphics driver) this handles transport of the data across the PCI-e bus to the GPU's memory) once present they can be called by the submitting program and manipulated via the memory pointer returned from the graphics API. I need to know the sequence in which it happensĬlick to expand."A Program on the CPU creates a scenegraph of objects.Ī scenegraph is a datastructure in memory that stores, organizes and contains addresses to collections of vertex buffer objects (VBO)Įach vertex buffer object is a specific type of buffer made of a collection of vertices and connected faces. Ĭan you fill how I'm struggle to understand that simple thing, but still not able to find someone who will explain the process. So in that case RAM will bottleneck your GPU and GPU VRAM will always be filled only maximum with 2 gigs. You can say that it might send them part by part into VRAM but I assume it can't because it never flushes the RAM from triangles while working with 3d If paging file is off and I have 2 gigs of RAM but 8 gigs of VRAM, I will never use those 8 gigs of VRAM because my RAM can only handle and send 2 gigs right ? So after copying that info from RAM into VRAM GPU starts to draw a shell over those vertices according to vertex indexes (indexing is required to know which vertex belongs to which triangle)īut those float numbers stay in RAM also, it never vanishes from there, it's dumb duplication of information from RAM to VRAM right ? GPU processing unit needs to do some operations on that 9 million float numbers which were copied from RAM into VRAM right ? + integer numbers of vertex index for every vertex. Stored as a bunch of float numbers, everything in 3d is triangle, so, little math :Īnd 1 point = 3 float numbers to hold its positionĬonclusion: 1 million triangle object = 9 million float point numbers only to hold a position of those points/vertices in 3d space
#Domus 3d to 3ds code#
Or maybe even cartoonify that somehow like:Īfter user presses button "create a sphere"ġ) 3d max starts code and vertices for future sphere are created, and stored into RAM at first place (but now we need to see them) On required level I know 75% of that stuff I just need that rest 25% that I dont understand to fill up a whole picture Yes but it's overcomplicated, I don't need to dive so deep inside, just want simple answers on some questions. How generally all that works can anyone explain? interested in sequence of events, which comes first and which second and third.

So we have exact point array duplication from RAM into VRAM in order to draw shell over those vertices (primitive creation process) Then that info needs to be duplicated into VRAM in order to draw it right ?ģ. If it sends vertices into RAM at first place (why it puts it into ram if it can just send it into VRAM directly) ? vertices created and moved into RAM at first place We entered 10mil and hit enter, what happens next, next is creation processĢ.
#Domus 3d to 3ds software#
CPU is telling 3d software to create sphere with 10 mil triangles


So to draw it on screen we need GPU, I need to understand the sequence of those eventsġ.
#Domus 3d to 3ds Pc#
When creating 3d object let's say with 10mil triangles PC RAM is getting filled and you can see it in task manager Actually question is simpler than those texts, I will read them maybe they will clear a cloud.
