A model is the way to go since the vertex data is static. Ideally for situations like this there would be one object that loads a single model and several clients that just call the display list. Although there is a lot of memory on GPUs now so 200 models of a sphere won't take up that much.
On Wed, Mar 9, 2011 at 10:32 AM, John Harrison <[email protected]>wrote: > > >>> On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry <[email protected] <mailto: >>> [email protected]>> wrote: >>> >>> hello, >>> >>> - try using a display list to render a sphere, so that every point >>> don't have to be send for every sphere. >>> see exemple 09.openGL/02.displaylist >>> you can also use a model with a sphere.obj to have the same result. >>> >>> if the spheres are all moving at once, would a display list still help? >>> Seems like recompilation would have to happen for every sphere for every >>> frame? I haven't tried the model yet... >>> >>> yes, the display list will help to render 1 single sphere. >> you have to call it 200 times. >> >> >> Ok I'm seeing a huge performance difference between using 200 of [sphere > <size-doesn't-matter> 20] and [sphere <size-doesn't-matter> 30]. Huge. So if > I want to keep the sphere with 30 points, I'm thinking gemlist or model are > my answer. I'll try both and report back, unless you have a strong > recommendation for one or the other to save me time. > > This list is awesome. Where else could I find help like this? :-) > > -John > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list > >
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