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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