[ Sorry for the extremely slow reply, I'm just working through a mail backlog
of about one month... ]
Am Freitag, 6. Januar 2006 22:17 schrieb Wolfgang Jeltsch:
what's the reason behind the HOpenGL gears only being about 2/3 as fast as
glxgears on my computer? Since I don't use any 3D
Am Montag, 16. Januar 2006 21:52 schrieb Wolfgang Jeltsch:
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
or (better) vertex buffer objects.
What's this?
The basic idea behind buffer objects is a general mechanism which allows the
driver to keep huge amounts of data on the
Am Montag, 16. Januar 2006 22:12 schrieb Sebastian Sylvan:
On 1/16/06, Wolfgang Jeltsch [EMAIL PROTECTED] wrote:
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
[...]
Hello Sebastian,
thank you for your answer.
As long as you don't do it naively there should be no
On 1/17/06, Wolfgang Jeltsch [EMAIL PROTECTED] wrote:
Am Montag, 16. Januar 2006 22:12 schrieb Sebastian Sylvan:
On 1/16/06, Wolfgang Jeltsch [EMAIL PROTECTED] wrote:
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
[...]
Hello Sebastian,
thank you for your answer.
Am Freitag, 6. Januar 2006 22:17 schrieb Wolfgang Jeltsch:
Hello,
what's the reason behind the HOpenGL gears only being about 2/3 as fast as
glxgears on my computer? Since I don't use any 3D acceleration, I thought
that most of the CPU's time is spend for rendering and displaying so that
Am Freitag, 6. Januar 2006 22:17 schrieb Wolfgang Jeltsch:
Hello,
what's the reason behind the HOpenGL gears only being about 2/3 as fast as
glxgears on my computer? Since I don't use any 3D acceleration, I thought
that most of the CPU's time is spend for rendering and displaying so that
On 1/16/06, Wolfgang Jeltsch [EMAIL PROTECTED] wrote:
Am Freitag, 6. Januar 2006 22:17 schrieb Wolfgang Jeltsch:
Hello,
what's the reason behind the HOpenGL gears only being about 2/3 as fast as
glxgears on my computer? Since I don't use any 3D acceleration, I thought
that most of the
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
[...]
Hello Sebastian,
thank you for your answer.
As long as you don't do it naively there should be no problems. I.e.
do not draw the terrain using the vertex-calls, but rather use
vertex-arrays,
Hmm, this will make it rather
On 1/16/06, Wolfgang Jeltsch [EMAIL PROTECTED] wrote:
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
[...]
Hello Sebastian,
thank you for your answer.
As long as you don't do it naively there should be no problems. I.e.
do not draw the terrain using the vertex-calls, but
Hello,
what's the reason behind the HOpenGL gears only being about 2/3 as fast as
glxgears on my computer? Since I don't use any 3D acceleration, I thought
that most of the CPU's time is spend for rendering and displaying so that
speed differences between Haskell and C shouldn't matter that
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