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terrain render


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#1 germangb   Members   -  Reputation: 211

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Posted 10 December 2012 - 12:00 PM

Hey, I want to implement clipping in my terrain generator in openg.
The question is: would it be ok to use inmediate mode to perform the render?

Edited by germangb, 10 December 2012 - 12:02 PM.


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#2 Steve_Segreto   Crossbones+   -  Reputation: 1532

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Posted 10 December 2012 - 01:44 PM

Yes. viewport clipping still works in immediate mode IIRC.

#3 germangb   Members   -  Reputation: 211

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Posted 10 December 2012 - 02:07 PM

Yes. viewport clipping still works in immediate mode IIRC.


won't it make the framerate drop drastically?

#4 L. Spiro   Crossbones+   -  Reputation: 13629

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Posted 10 December 2012 - 09:19 PM

Using immediate mode makes slow.
It is never “okay” to use immediate mode.
Use VBO’s.


L. Spiro
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#5 germangb   Members   -  Reputation: 211

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Posted 11 December 2012 - 12:23 PM

Using immediate mode makes slow.
It is never “okay” to use immediate mode.
Use VBO’s.


L. Spiro


yeah I know, but what about displaylists instead of VBOs?

#6 Krohm   Crossbones+   -  Reputation: 3129

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Posted 12 December 2012 - 01:51 AM

Display lists have been "discouraged" for a while. I stopped using GL years ago and they were already considered on their way out.
As far as I recall, they're now officially deprecated... except GL cannot say "deprecated", it says "not in the core profile" or something like that.

#7 L. Spiro   Crossbones+   -  Reputation: 13629

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Posted 12 December 2012 - 04:19 AM

If your question is purely about whether or not viewport clipping is supported with each of these rendering methods, the answer is Yes. Viewport clipping is part of the rendering pipeline and it makes no difference how the triangles got to that stage of the pipeline.

But we can’t tell you in good conscience to use immediate mode nor display lists.
Immediate mode has been deprecated for ages and is terribly horribly slow. Display lists have been deprecated for a shorter period of time but are deprecated and their use is entirely discouraged not only by people who know what they are doing but also by Khronos. Considering how easy the switch is to VBO’s from display lists, there really is no reason not to do it, so I really can’t understand why you can’t just use VBO’s and be done with it.

In future versions of OpenGL you won’t even have the choice not to use VBO’s—it will be required that you do.


L. Spiro
It is amazing how often people try to be unique, and yet they are always trying to make others be like them. - L. Spiro 2011
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
I went to my local Subway once to find some guy yelling at the staff. When someone finally came to take my order and asked, “May I help you?”, I replied, “Yeah, I’ll have one asshole to go.”
L. Spiro Engine: http://lspiroengine.com
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#8 germangb   Members   -  Reputation: 211

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Posted 12 December 2012 - 09:04 AM

If your question is purely about whether or not viewport clipping is supported with each of these rendering methods, the answer is Yes. Viewport clipping is part of the rendering pipeline and it makes no difference how the triangles got to that stage of the pipeline.

But we can’t tell you in good conscience to use immediate mode nor display lists.
Immediate mode has been deprecated for ages and is terribly horribly slow. Display lists have been deprecated for a shorter period of time but are deprecated and their use is entirely discouraged not only by people who know what they are doing but also by Khronos. Considering how easy the switch is to VBO’s from display lists, there really is no reason not to do it, so I really can’t understand why you can’t just use VBO’s and be done with it.

In future versions of OpenGL you won’t even have the choice not to use VBO’s—it will be required that you do.


L. Spiro


thanks! I'll definitely go with VBOs :)

Edited by germangb, 12 December 2012 - 09:06 AM.





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