opengl draw optimization problem

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1 comment, last by dirtydevil 24 years, 2 months ago
I am reading ase files and drawing on my game with GL_TRIANGLE, so I want to optimize the render time. I have made a version with TRIANGLE_FAN, where I first analize the mesh and see an optimal combination of fans, so it runs now twice faster. Thats fine, but I realized after (stupid me) that the texture is completely wrong, because the pivot vertex never change its texture parameters... Well, can I fix it with TRIANGLE_STRIP or any other way? How? How the engines make that? Or I am just a stupid newbe and everybody uses just TRIANGLES? Thanks
http://www.stas.net/rafael/icq: 11915640
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The best thing you can do is to use vertex buffers, and then draw triangle lists that index into the vertex buffer.

I don''t know how to do it in OpenGL so you will have to ask someone else.

This kind of optimization I hame made already (with display lists, same as vertex buffers). What I want is another kind of optimizations, such as FANS or STRIPS, beyond the vertex buffers...
http://www.stas.net/rafael/icq: 11915640

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