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 e
[ 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 accele
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,
> > >
> > > th
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 th
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-
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 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
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
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 mu
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