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uncutno

OGL Vertex Buffers?

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Does OGL have something similar to VertexBuffers? or do you need to send all geometry data to the 3D card every frame? In D3D you store your vertexes in the card memory, and then process them on the card (i think).. saving aloth of traffic trough the processor... How does this work in OGL? im talking about static models... What is the fastest way to draw something static in OGL many frames? thanks..

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yup, there are normal vertex arrays, and there is an extension for compiled vertex arrays, (storing them in memory). there''s a simple demo on my site with code.

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Simple GL vertex arrays doesn''t give you the functionality of Vertex Buffers. You have to use Vendor specific extensions like VAR (Vertex Array Range) for nVidia hardware or VAO (Vertex Array Object) for ATi cards. I think the Parhelia also supports the ATi extension.

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in a compiled vertex array you can change the data. with a display list it''s stuck however you set it. you can''t change it.

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