A model is the way to go since the vertex data is static. Ideally for situations like this there would be one object that loads a single model and several clients that just call the display list. Although there is a lot of memory on GPUs now so 200 models of a sphere won't take up that much.
yes, the display list will help to render 1 single sphere.On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry <ch@chnry.net <mailto:ch@chnry.net>> wrote:
hello,
- try using a display list to render a sphere, so that every point don't have to be send for every sphere.
see exemple 09.openGL/02.displaylist
you can also use a model with a sphere.obj to have the same result.
if the spheres are all moving at once, would a display list still help? Seems like recompilation would have to happen for every sphere for every frame? I haven't tried the model yet...
you have to call it 200 times.
Ok I'm seeing a huge performance difference between using 200 of [sphere <size-doesn't-matter> 20] and [sphere <size-doesn't-matter> 30]. Huge. So if I want to keep the sphere with 30 points, I'm thinking gemlist or model are my answer. I'll try both and report back, unless you have a strong recommendation for one or the other to save me time.
This list is awesome. Where else could I find help like this? :-)
-John
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