I've been experimenting with vertex arrays in pyglet, using glDrawArrays. I haven't done anything complicated yet, but I have realised that I might be able to use one large vertex array for my entire scene graph, rather than seperate arrays for each object I might be rendering. This would mean one call to a glVertexPointer function for each render pass.
Has anyone else experimented with this kind of optimisation? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
