quote:
BTW:
pkelly83 don't tell me you woke up one day and became a programming god. You were a beginner to at one time. So if you're to good to help him out, just keep that mouth of yours shut.
I definitely second that, kelley your basically attitude sucks, we're here to help people not discourage them.
to kind of solidify what everyone is trying to say in the broadtest terms:
CULLING - Means polygons aren't visible, so don't even call glVertex on them
Clipping - You called glVertex on these, but the rendering api just has to make sure that they really are visible before trying to draw them (you can't draw a polygon, or a part of a polygon, that is off of the screen)
EDIT:
display lists stored polygons in video card memory so that you don't have to keep sending them down the AGP bus. The idea is that it is faster, at the cost of GPU memory. I don't use them.
[edited by - Shadow12345 on August 16, 2003 2:50:02 PM]