Woah.. mega derp.

My original question was about my OBJ format loader. Not my MD2
loader.
Please ignore my last reply stating I "solved" my problem.
I still have the same issue open with my OBJ loader.
Unfortunately I'm working on more pressing matters. When I get back to
this problem I'll look into those functions a bit more.

Cheers,
Adam


On Apr 18, 4:36 pm, AdamGriffiths <[email protected]> wrote:
> Thanks for the reply =)
>
> I've "solved" my problem by bypassing it. MD2 stores vertex data in 2
> formats.
> -The first in a straight vertex lists
> -The second an "optimised opengl command list".
>
> The optimised OGL command list was "optimised" back then.
> MD2 is from Quake 2, so ~1998. Which is when I had a Monster 3D voodoo
> 1 with 4mb VRam =P.
>
> This is old thinking and the state changes that are caused by
> constantly switching between GL_FAN and GL_TRIANGLES are far slower
> than just throwing vertices at the graphics card.
> So I "solved" my problem by just using the straight vertex lists.
>
> That said, if anyone has any info on how to use shared vertex data
> with multiple sets of indicies, I'd love to hear it because I'm sure
> I'll run into this problem down the track again.
>
> Cheers,
> Adam
>
> On Apr 15, 5:26 am, Nathan <[email protected]> wrote:
>
>
>
>
>
>
>
> > I would love to answer your question.  Unfortunately I'm an OpenGL newbie
> > and don't know the answer(s).  Thought I'd just let you know that at least
> > someone is reading.  :-)
>
> > Have you considered reading the Pyglet source code to see what it is doing
> > in VertexList, IndexedVertexList, and Batch to see if you could get your
> > answer that way?
>
> > ~ Nathan
>
> > On Saturday, March 31, 2012, AdamGriffiths wrote:
> > > bump?
>
> > > On Mar 25, 4:18 pm, AdamGriffiths 
> > > <[email protected]<javascript:;>>
> > > 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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