On Sun, Feb 8, 2009 at 9:18 PM, Red15 <[email protected]> wrote: > > Might be a bit out of place here but I was wondering when you are > compiling a displaylist does the amount of calls to glVertex3f (or > other data) have an impact on the time it takes to execute that > display list afterwards ?
A display list just executes whatever commands it was compiled with (although it may do a few driver-specific optimisations under the hood). And if so would using glDrawArray make a significant reduction in that > time ? The immediate mode (glBegin/glEnd/glVertex and related functions) are deprecated, and the newer interfaces, in particular glDrawElements, perform much better these days. > I'm having an issue where calling a displaylist (containing about 70 > faces) a 100 times is dropping my framerate in the low 20's on a > GeForce 9800X2 .... Cpu usage is also a measly 40-50% so it shouldn't > be bottlenecking the processor and since I'm using glCallList it > shouldn't send all the vertex data over the pipeline each frame > right? Depending on driver optimisations, glCalList may well send all that data over the bus - I would suggest moving to vertex buffers and glDrawElements. Pyglet provides a handy wrapper for this: vertex_list_indexed. -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
