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opengl draw optimization problem


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#1 dirtydevil   Members   -  Reputation: 122

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Posted 22 February 2000 - 02:17 AM

I am reading ase files and drawing on my game with GL_TRIANGLE, so I want to optimize the render time. I have made a version with TRIANGLE_FAN, where I first analize the mesh and see an optimal combination of fans, so it runs now twice faster. Thats fine, but I realized after (stupid me) that the texture is completely wrong, because the pivot vertex never change its texture parameters... Well, can I fix it with TRIANGLE_STRIP or any other way? How? How the engines make that? Or I am just a stupid newbe and everybody uses just TRIANGLES? Thanks

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#2 Spellbound   Members   -  Reputation: 122

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Posted 22 February 2000 - 03:26 AM

The best thing you can do is to use vertex buffers, and then draw triangle lists that index into the vertex buffer.

I don''t know how to do it in OpenGL so you will have to ask someone else.



#3 dirtydevil   Members   -  Reputation: 122

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Posted 22 February 2000 - 11:50 PM

This kind of optimization I hame made already (with display lists, same as vertex buffers). What I want is another kind of optimizations, such as FANS or STRIPS, beyond the vertex buffers...




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