On Mon, Feb 9, 2009 at 9:26 AM, Red15 <[email protected]> wrote:

> 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.


Graphics cards don't draw quads, they will be split up into triangles by the
driver anyway. You are probably better off pre-triangulating (most exporters
and modelling packages have this option), and then rendering everything as
triangles.


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


Pyglet's vertex_list is considerably simpler to use. Beyond that,
vertex_list will use VBOs (Vertex Buffer Objects) if available, to ensure
your vertex data is actually in video memory.

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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