Thanks heaps for the info Tristam.

So just to confirm: Do you think my goal is sound: To try and bundle
all my geometry into a single GL_TRIANGLES primitive, in order to
improve rendering speed an (unknown) amount? Or am I wasting my effort
chasing this?

And if I could coax the glu tesselation functions to produce
GL_TRIANGLES using the edge flag hack hinted at above, then there's
nothing else obviously wrong with the glu tessellation?

Thanks a lot,

  Jonathan

On Jul 14, 2:44 pm, Tristam MacDonald <[email protected]> wrote:
> On Tue, Jul 14, 2009 at 9:32 AM, Jonathan Hartley <[email protected]>wrote:
>
>
>
> > Hi all,
>
> > I have an OpenGL primitives in Batches sort of question.
>
> > I've stolen the gluTessellate code from the brillliant Squirtle, and
> > am using it to tessellate 2D polygons read from svg files, and create
> > pyglet Batch objects of indexed arrays. This works fine.
>
> > However, I notice that in tessellating a single svg path (A path
> > contains one or more loops - representing holes, or maybe disjoint
> > islands.) the glu functions are producing a mixture of several
> > GL_TRIANGLE_FANS, several GL_TRIANGLE_STRIPS and several GL_TRIANGLES.
>
>  ...
>
> The
> glu tesselation functions were designed long before the number of draw
> calls was ever considered as a potential bottleneck, and at that time
> vertex processing was the bottleneck. Unfortunately,
> the entire of glu has been deprecated, so it is unlikely to receive any
> improvements in this area.
> The alternative, I am afraid, is to roll your own tessellation functions.
> This isn't actually that hard, and has the benefit that you will have
> complete control of the output, but it will be a bit of work.
>
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/
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