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 -~----------~----~----~----~------~----~------~--~---
