On Tue, Aug 18, 2009 at 9:22 PM, Florian Bösch<[email protected]> wrote: > > On Aug 18, 12:52 pm, Tristam MacDonald <[email protected]> wrote: >> I wrote a small immediate-mode GUI toolkit for pyglet a while ago (not >> publicly available at the moment, sorry), and the lack of batching was the >> difference between 80 fps and simplui's 500+ fps. > > Though I have a question about batched GUI rendering. It's my > understanding that for instance nvidia drivers reorder the primitives > in a vertex-list pretty much at random. If you draw two elements on > top of each other (like the frame background and the button > decoration), using batches, isn't it bound that happen that under some > random circumstances your graphics driver will completely foobar your > gui display?
I too have heard that maintaining vertex ordering is not a requirement of OpenGL, but I haven't seen the relevant part of the specification to be sure, nor have I seen it happen in practice. Incrementing Z for each primitive in your draw order should be sufficient to maintain that ordering though, even if the driver does like to reorder things at the same Z depth. Alex. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
