I've started learning OpenGL a few days back and love it
It's been a few months to almost a year I've been creating games in 2D, time to change!
As of now I always created my primitive objects with an immediate rendering coding
For example:
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(-0.5f, -0.5f);
glColor3f(0, 1, 0);
glVertex2f(0.5f, -0.5f);
glColor3f(0, 0, 1);
glVertex2f(0.5f, 0.5f);
glEnd();
After reading some articles on performances I found out there are several more rendering "patterns". There is:
- Display lists
- Vertex arrays
- Vertex buffer object
- and Immediate
Does it come to personal preferences when choosing one of them? Or is there a major difference?
Also let's say you have a cube. How can you cull 3 of the invisible sides and make it change each time you move around it.
Is this coding different per rendering pattern?
Kind regards
Peter