On Tue, Jul 14, 2009 at 10:44 AM, Tartley <[email protected]> wrote: > > > 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?
Ja, single draw call should provide you with a decent speed up on modern hardware. And, since the ctypes overhead probably costs even more than OpenGL draw calls, reducing draw calls is all win. 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? > Ja, the glu tessellation stuff still works fine, as long as you can deal with the output format. -- 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 -~----------~----~----~----~------~----~------~--~---
