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/

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