This is what I'd suggest. For an OpenGL in program in C, if your draw command has less then 500 vertices, you're likely to be bound by the fixed CPU/Driver overhead instead of the GPU (assuming you've got the buffers already constructed). For Python, I imagine the limit might be higher. My only other concern would be fill-rate limitations, due to inefficiently shaped triangles (smaller than say 16x16 pixels each, or very long and thin such that multiple triangles are likely to lie in a single 16x16 block). If you're not doing any sophisticated shading on the circles, or they're not likely to be in such a case, then don't sweat it.
On Fri, May 29, 2009 at 4:40 AM, Jonathan Hartley <[email protected]> wrote: > > Good idea Greg. > > Likely, your 2D circles won't contain a tremendous number of vertices, > as these things go. > > Therefore, you could just 'pre-create' a single, large circle, and > draw it many times, each to a different scale (using the modelview > matrix) > > That way, if you wanted circles in different colors or styles, could > pre-create a whole array of different looking ones, all the same size. > > > > On May 29, 2:56 am, Greg Ewing <[email protected]> wrote: >> Mike Lawrence wrote: >> > Some of my circles are static, but some are dynamic (size based on >> > mouse position). >> >> You might like to consider pre-creating vertex lists >> for a range of step sizes, then for each circle >> pick the one nearest the resolution you want and >> scale it to size. >> >> -- >> Greg > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
