On 9 feb, 04:29, Tristam MacDonald <[email protected]> wrote:
> 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 guess it will be worth a shot then, but unfortunately it will
require a rather difficult rewrite process to make sure I can group
all triangles and quads into their own respective array.
The data I'm reading comes from a Wavefront OBJ file and thus
triangles and quads are mixed without much regard.

> > 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.

Would there be any performance-wise reason to use pyglet's vertex_list
over the regular glDrawArray/DrawElements ?

Thanks for the reply I will report back on performance once I get the
work done.
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