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Newbie Question - Display Lists + Vertex Arrays - Better design ?
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Hi,
I am writing this opengl program, wherein I render a lot of
Quad_strips . The rendering is slow. So, I am thinking of using display
lists. A friend of mine was telling me about Vertex Arrays. Which one
would be better in terms of performance.
What are the considerations we need to make, when we go in favour of one
of them.
- Srini.
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Srinivasan
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4/25/2004 4:48:19 AM |
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Hi,
correct me,but i think display lists are compiled (half/rendered?) once and
then only called to screen. vertex arrays hold the data to render your
quads but they are rendered each time you call them... so displaylists are
faster. you cannot change a vertex without compiling the dlist all over
though
hope i could help
matthias
ps look at nehe.gamedev.net ... it's all there...
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Matthias
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4/25/2004 10:34:47 AM
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Matthias Edelhoff wrote:
> Hi,
>
> correct me,but i think display lists are compiled (half/rendered?) once and
> then only called to screen. vertex arrays hold the data to render your
> quads but they are rendered each time you call them... so displaylists are
> faster.
Display lists can be faster but your reasoning is
totally wrong.
With a display list, your driver may be smart enough
to store the vertex data on the graphics card, making
it much faster to process than a vertex array which is
in main RAM.
On the other hand, there are extensions to store vertex
arrays on the graphics card ("Vertex buffer objects")
and the advantage disappears.
> you cannot change a vertex without compiling the dlist
> all over though
That's the big difference. A display list cannot be changed,
a vertex array can.
--
<\___/> "To err is human, to moo bovine."
/ O O \
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fungus
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4/25/2004 4:33:43 PM
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2 Replies
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