performance of glVertexPointer

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1 comment, last by eloso 21 years, 9 months ago
Hi there, i''m working on a tile based outdoor game. Because not all tiles are loaded at once in memory, every tile has it own vertex, normal vector and texture coordinate list. So is it advisable to have vertex arrays and call glxxxPointer for every tile to be drawn? Or is it faster to call glVertex3fv in an inner loop? Ok, i could test it for myself, but if anyone has already some experience with it would be nice to hear what you think. eloso
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Probably the latter is quicker (immediate mode), try it and see. I think that you should do a `collection'' pass into a single buffer so you can render them all at once. Having said that, if each tile is different, you''ll have to change state inbetween - so maybe immediate mode is best. Whatever!
I''ve never had a situation where immediate mode is faster... It all depends really, I have managed to make it faster, but only by making the VA''s do far more work. VA''s are generally the way to go...

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