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Compiled Vertex Array & Others

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Hi guys, HOW the hell Compiled Vertex Array works? When I use them, I obtain slower results. Probably I wrong somethings, but I can't found source code examples. I wish somethings like VertexBuffers, I need to exploit Transformation&Lighting. With DirectX is really easy, but with OGL? I wrote my engine totally in OpenGL and I wan't convert it to DirectX if is not strictly necessary. Have you some example to show me? There are others extensions that can help me? Thanks, - AGPX [edited by - agpx on November 18, 2002 10:29:16 AM]

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cva will only help out IF u reuse a lot of indices in your models. eg like qukae3 each model normally has 2-5passes.

basically it goes like
set up arrays etc
glLockArrays(0,num_verts) // NOTE verts not indices (or other way round sorry i forget )
glDrawElements(...)
change texture
glDrawElements(...)
change texture
glDrawElements(...)
glUnLockArrays()

also on todays cards using VAO,VAR is much quicker.
personally i dont use any yet cause A/ with 99% youre not gonna be geometry limited but limited in some other place eg CPU/fill etc

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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