Everyone ignore me - I hadn't looked closely enough at the code I
stole.

Squirtle tessellation *already* handles this. In cases where glu
functions return GL_TRIANGLE_STRIPS or FANS, the Squirtle tessellation
code converts them into GL_TRIANGLES primitives on the fly.

I wondered why more of my test cases were passing than I expected as I
went to bed the other night.

Hooray for Martin of Supereffective (author of Squirtle), then. :-)



On Jul 14, 4:19 pm, Tristam MacDonald <[email protected]> wrote:
> 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 MacDonaldhttp://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
-~----------~----~----~----~------~----~------~--~---

Reply via email to