bump?

On Mar 25, 4:18 pm, AdamGriffiths <[email protected]> wrote:
> Hi all,
>
> I'm working on a python framework that sits ontop of 
> pyglet.https://github.com/adamlwgriffiths/PyGLy
>
> My modern opengl knowledge is limited and I'm trying to find the best
> way to render meshes. The best example of what I'm working on
> optimising is my implementation of Wavefront OBJ meshes.
>
> My current implementation uses a single display list and simply makes
> opengl calls (glVertex3f, 
> etc).https://github.com/adamlwgriffiths/PyGLy/blob/master/pygly/mesh/obj_m...
>
> This works and is flexible, but the number of calls from python -> c/
> opengl causes the load time to increase.
> My MD2 loader parses the MD2 file almost instantly, but pushing into
> OGL takes around 10 seconds using the same method as my OBJ
> implementation.
>
> It looks like the obvious optimisation would be to batch up the
> vertices into a VertexList / IndexedVertexList with the appropriate
> format specified and do a few pyglet / opengl calls rather than the
> hundreds that I'm doing currently.
>
> My problem comes with the usage of multiple groups of primitives
> within the 1 set of vertices. Ie, multiple tri fans would share
> vertices.
> I'm not sure how to create multiple lists of indices without
> duplicating the vertices.
> As most of the tri fan groups have only about 3 - 5 vertices, this
> would be a massive waste.
>
> Even better would be to use Pyglet's Batch, that way different index
> groups can use different textures, which I will have to do to support
> the OBJ format properly.
>
> So my questions are:
> Can I specify multiple groups of indices in an IndexedVertexList? If
> so, how?
> Can I do this with a Pyglet Batch object? If so, how?
>
> Hope my question makes sense. Apologise if this is an obvious
> question, but I'm very much 'example driven' and I'm having trouble
> finding one that matches my problem.
> Thanks for your time and help =)
>
> Cheers,
> Adam

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