Very interesting indeed Tristam, thanks for that.

On Nov 6, 7:47 pm, "Tristam MacDonald" <[EMAIL PROTECTED]> wrote:
> On Thu, Nov 6, 2008 at 2:33 PM, Jonathan Hartley <[EMAIL PROTECTED]>wrote:
>
>
>
> > Thanks for all the great info, people.
>
> > While we're on the subject, just in case I've totally misunderstood:
>
> > Am I right in thinking that within a single batch, I can't draw one
> > set of vertices with one modelview matrix setting, and a different (or
> > even the same) set of vertices with another modelview setting?
>
> In general, that is correct. However, there are several ways to get around
> this restriction, using a technique know as 'instancing'.
>
> Instancing is not as widely supported by OpenGL as by DirectX, primarily
> because OpenGL draw calls are very lightweight. However, if you are drawing
> many models with very few triangles, instancing may provided a decent
> performance boost.
>
> On (very) recent hardware, you have access to the GL_ARB_draw_instanced
> extension, which adds full instancing to 
> OpenGL:http://opengl.org/registry/specs/ARB/draw_instanced.txt
>
> On older hardware, you can fake instancing using shader uniform variables,
> as described by 
> NVidia:http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMO...
>
> Thanks for any confirmation (or otherwise) of my understanding.
>
>
>
> > On Nov 6, 2:14 pm, "Tristam MacDonald" <[EMAIL PROTECTED]> wrote:
> > > On Thu, Nov 6, 2008 at 12:08 AM, josch <[EMAIL PROTECTED]> wrote:
>
> > > > a guy called __doc__ advised me to replace my GL_QUADS by GL_TRIANGLES
> > > > in my tile engine a few days ago because of performance isues. I did
> > > > that and on my "modern" intel X3100 hardware i had EXACTLY the same
> > > > framerates with triangles as with quads.
>
> > > My X3100 seems to defy several basic rules of optimisation - I think
> > > integrated hardware just has very different performance characteristics.
> > On
> > > my old ATI X1600, index triangle strips were definitely the fastest,
> > > followed very closely by indexed triangle lists. I found the difference
> > too
> > > small to measure if you are pushing less than 1,000 triangles per draw
> > call
> > > - so it may not be worth the bother to change.
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