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ajm113

OpenGL Manual Sphere creation or use built in Sphere creation?

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Ok, I was thinking what would be a good way to create a shpere and would be best for performance since I have a lot of effects going on at once and I want to create a planet that won't suck up performance. 1. Use the built in gluSphere function? 2. Use my model loader to load in a sphere? 3. Create a sphere from scratch in OpenGL using GL_TRIANGLE_STRIP? What should create?

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gluSphere is great for demoes and for learning. It uses glbegin, glVertex, glEnd.

If you are an advanced user, then write your own code and use VBOs. Do either 2 or 3.

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Alright sounds good then, also with out 'spamming' a another thread right away.

Can you tell me if it's ok to create mutable call lists? I tried creating a second one for my particle effects, but the polygons don't show anymore that I have under the second call list. The first call list I created works fine, but is there anything I should know when creating new call lists?

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Quote:
Original post by ajm113
Can you tell me if it's ok to create mutable call lists? I tried creating a second one for my particle effects, but the polygons don't show anymore that I have under the second call list. The first call list I created works fine, but is there anything I should know when creating new call lists?
Compiling lists can be a *very* expensive operation (depending on your particular driver), so should only be performed at load time.

Also, display lists are deprecated, so it would be best to transition your code to VBO and glDrawElements/glDrawArrays.

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