glCallList vs manually
glCallList looks interesting, but is it for static objects only?
For example, what if I want to make a landscape editor or deform part of the mesh.. do I have to load it into my own matrix to modify the values and regen the callList?
Or if I want to animate texture on the mesh stored in the callist?
I fseek, therefore I fam.
Correct, display lists are much better for static geometry. Once you create a display list, the only way to edit the geometry (that I know of at least) is to recreate the list. That''s probably not something you want to be doing frequently.
I render some cheesy water by making a display list of a 2d sine wave, then scaling it by a value moving between -1 and 1. That makes the crests becomes troughs (and troughs become crests) when the scale is -1. Anyway, it''s a decent effect that''s really easy to do.
You can even animate the texture by changing the texture matrix. In my water, in order to make the water look more fluid, I just translate the texture around in a circle. It works pretty well. The point is, display lists don''t have to be totally static.
I render some cheesy water by making a display list of a 2d sine wave, then scaling it by a value moving between -1 and 1. That makes the crests becomes troughs (and troughs become crests) when the scale is -1. Anyway, it''s a decent effect that''s really easy to do.
You can even animate the texture by changing the texture matrix. In my water, in order to make the water look more fluid, I just translate the texture around in a circle. It works pretty well. The point is, display lists don''t have to be totally static.
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