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