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.

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