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
> >
>

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