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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