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OpenGL OGL render loop

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Hi guys, i recently made an program using opengl, it has in it a rendering loop. However, since rendering changes on a per frame basis, the speed is unbareable. How am i meant to be rendering things if i do it per frame? Thanks.

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Ah, sorry, i'll be more clear. I thought of that issue and so i have a loop system, that only runs when a change that could affect the gfx takes place, i.e. a key event, whilst i could make this a little more efficient, it runs far to slow for the constant updating to be effective. This is the code that i run everytime, to update a GUI image:

glEnable(GL_TEXTURE_2D);

//Load the texture
glBindTexture(GL_TEXTURE_2D, this->GUI_Bar);

glBegin(GL_QUADS);
//Top-left vertex (corner)
glTexCoord2f(0,1);
glVertex3f(0.0f, 768.0f-321.28f, 0.0f);

//Bottom-left vertex (corner)
glTexCoord2f(0,0);
glVertex3f(0.0f, 768.0f, 0.0f);

//Bottom-right vertex (corner)
glTexCoord2f(1,0);
glVertex3f(1024.0f, 768.0f, 0.0f);

//Top-right vertex (corner)
glTexCoord2f(1,1);
glVertex3f(1024.0f, 768.0f-321.28f, 0.0f);

glEnd();

//Disable texturing
glDisable(GL_TEXTURE_2D);


Any ideas on improving it?

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*Embaraced* lets just say out of control iteration and leave it at that :P

Also another quick question. I use this kind of code:

Menu_Object( Loop *Link ): Loop_Object( Link ){}

To expand the constructor of my base class by adding code from its child class. This doesnt seem to work for the destructor, any idea how to do that?

Thanks a load anyway guys.

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