Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan: > [...] Hello Sebastian,
thank you for your answer. > As long as you don't do it naively there should be no problems. I.e. > do not draw the terrain using the vertex-calls, but rather use > vertex-arrays, Hmm, this will make it rather complex for my students since they have not much experience with Haskell programming. In addition, where can I find documentation about Graphics.Rendering.OpenGL.GL.VertexArrays? > or (better) vertex buffer objects. What's this? > Furthermore you should do some hierarchical culling on the terrain (using, > e.g. a quad-tree) to avoid drawing things which are not visible. Too complicated for the practical course. Doesn't OpenGL already do something like this? > Also, some sort of level-of-detail-scheme is probably a good idea (blocks of > terrain far away have lower level of detail). Maybe also too complicated or too extensive for the practical course. > To summarize: Drawing vast terrains quickly has much more to do with > algorithmic cleverness rather than miniscule overheads from library > bindings. I did not refer to the overheads of the binding but to "the slowness of Haskell" (compared to C, of course ;-) ). > You may want to find a good terrain-rendering library rather than > implementing it yourself. Is there one for Haskell? > /S /W _______________________________________________ Haskell mailing list Haskell@haskell.org http://www.haskell.org/mailman/listinfo/haskell