Thanks for the quick reply!
Dirk Reiners wrote:
>
> Hi Daniel,
>
> Daniel Sperka wrote:
>
>> Hi -
>>
>> Can someone please explain the difference between
>>
>> viewport->draw(drawAction)
>>
>> and
>>
>> viewport->render(renderAction)
>>
>> Is there a performance advantage in either of these methods?
>>
>> The drawEnter methods I've looked at all appear to work directly with
>> the gl matrices. The renderEnter methods appear to work with a separate
>> set of matrices contained in the RenderAction.
>>
>> What is the difference between draw and render, and can you identify a
>> situation where you'd use one over the other?
>>
>
> I would always use render. The DrawAction is a leftover from pre-1
> times, it was a simple test implementation to make the system render
> anything. It is totally going away in 2. As you see it is a very
> straightforward traverse-draw loop that does no optimization whatsoever.
>
>
This explains why I'd found things didn't work quite right when using
draw...... I've been using render exclusively, and only now have I run
into some questions on the differences.
> The RenderAction does all the things you need to do to get good
> performance (state sorting, visibility culling, occlusion culling etc.),
> so don't bother thinking about the DrawAction.
>
> Dirk
>
>
>
What are the RenderAction equivalents of these methods?
glPushMatrix ();
glLoadIdentity();
glMultMatrixf(mat.getValues());
glPopMatrix();
What confuses me is that renderAction->push_matrix() takes a matrix
argument, whereas gl's does not.
Thanks again!
Dan
--
Daniel J. Sperka
UC Davis Center for Neuroscience
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