Is the GL11 glDrawElements significantly faster than the GL10 version?

On Aug 1, 11:40 am, Indicator Veritatis <[email protected]> wrote:
> Of course it is possible. If the vertices are ordered correctly in the
> array/buffer, you can draw the entire strip of triangles in a single
> call to eitherglDrawElementsor glDrawArray. Assuming, of course,
> that it is one contiguous strip.
>
> BTW: this reminds me to ask: why aren't you using the buffers based on
> the nio package? They were included largely for OpenGL. Or did you use
> them in the declaration of triStripArray.strips?
>
> On Jul 30, 7:37 am, rajath <[email protected]> wrote:
>
>
>
> > Hi all,
> > I am trying to render a mesh that has a triangle strip array. I'm
> > using the GL11 api as follows:
>
> > int offset = 0;
> > int size = Short.SIZE / Byte.SIZE;
> > for (int i = 0; i < triStripArray.strips.length; i++)
> > {
> >         gl.glDrawElements(gl.GL_TRIANGLE_STRIP,
> >                 triStripArray.strips[i],
> >                 gl.GL_UNSIGNED_SHORT,
> >                 offset);
>
> >         offset += triStripArray.strips[i] * size;
>
> > }
>
> > Is there a way of callingglDrawElements() by passing the whole strip
> > array at once. I'm aware of passing GL_TRIANGLES, with an array of
> > indices - that is, with a single call. But with GL_TRIANGLE_STRIP is
> > it possible?
>
> > Thanks,
> > Rajath

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