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Better way than glBegin();

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One of the easiest ways to use OpenGL is to do numerous glBegin(); and glEnd() functions to draw triangles, lines, points, etc. But I have often read that this is not the fastest way to do it. But then what is a fastest/better way to do it ? WHO DO THEY THINK THEY''RE FOOLING : YOU ?

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Should I still use display list if an object exist just once and I don't need to draw the same object numerous times ?

I currently have a class method that creates a rectangle of any size, position and colors based on the parameters. Should I have my function create a display list, draw the display list which represents the rectangle then destroy the display list or should I rather create some sort of "display list manager class" that manages display list objects much as you can manage resources ( altough I have never written a resource manager ) and by some method create unique display list objects which are stored in case they are needed again next frame or destroyed if there aren't needed in the next frame ?

WHO DO THEY
THINK THEY'RE
FOOLING : YOU ?





[edited by - bleakcabal on June 25, 2002 3:41:43 PM]

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Guest Anonymous Poster
http://www.3dlabs.com/support/developer/GLmanpages/gldrawelements.htm

http://www.3dlabs.com/support/developer/GLmanpages/gldrawarrays.htm

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