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/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
