On Dec 1, 9:44 pm, Florian Bösch <[email protected]> wrote: > I think if the call overhead to opengl is your rendering bottleneck, > then you're not making effective use of modern opengl. There's so many > ways to avoid calls (and the implied bus transfer). It doesn't really > matter weather you code in C or Python or how slow your API calls are, > at some point, bus transfer/API call speed is *always* too slow.
Hey Florian. Thanks for the input. I think the ideas touched on above (moving from arrays to VBOs, using VAOs) plus using interleaved arrays, are all taking me in the direction you suggest, yes? I'm just doing one call to glDrawElements for each modelview transform change in my scene. Presumably after I've done all of the above, this should be my next target - to put all my object orientations and positions into a big dynamic VBO (as matrices?) and having the shader transform vertices right from object space to eye space. At that point my entire scene could be rendered with a single call to glDrawElements. Presumably this sort of thing is the logical conclusion of the direction you are recommending? I still have a bunch to do before I get there though. Roll on the cold winter evenings. -- 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.
