Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in Programming. |
User | Post |
Cellar Dweller + Posts: 41/138 |
Originally posted by BGNG From the OpenGL Programming Guide(4th edition): The Official Guide to Learning OpenGL, version 1.4 page 67: "Vertex arrays became standard in Version 1.1 of OpenGL. Version 1.4 added support for storing fog coordinates and secondary colors in vertex arrays." |
Disch Posts: 54/202 |
Awesome. So my hunch is confirmed.
Thanks a bunch, guys. It's much appreciated. ^^ |
Guy Perfect Posts: 130/451 |
It depends on what you're doing, but Display Lists are generally the best way to go. If you're doing objects that morph, then a Vertex Array would be faster since you wouldn't have to recompile the scene each frame. If you're doing a landscape that won't be changing, then you can use a Display List to keep it easy-to-reach for the GPU.
I might be mistaken, but aren't Vertex Array's an extension? I like to avoid extensions for the sake of allowing utmost compatibility. |
Euclid Posts: 19/83 |
Display List, definately.
But then you'll have to draw the things once first to put it into the display list though, I think of a display list as an "image ready to be bitblted onto the screen". |
Disch Posts: 53/202 |
I could go either way in this game I'm working on --- but I'm wondering which way is "better"... and by that I mean which tends to be faster/more efficient.
glBegin + glCallList + glEnd vs glVertexPointer + glTextureCoordPointer + glDrawArrays Which would you guys recommend? I'm thinking glCallList would be faster, since the verteces you give it would be fixed and can be set up by OpenGL to be ready-to-render, whereas the glDrawArrays must fetch each vertex every time. But that's completely speculation on my part. Any and all feedback appreciated. Thanks in advance. |