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port some opengl immediate mode stuff to vertex array #4015

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wzdev-ci opened this issue May 14, 2013 · 8 comments
Closed

port some opengl immediate mode stuff to vertex array #4015

wzdev-ci opened this issue May 14, 2013 · 8 comments

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resolution_closed type_patch (an actual patch, not a request for one) | by Ezio


not finish, some drawing still broken. and could be improved with GLM


Issue migrated from trac:4015 at 2022-04-16 10:58:01 -0700

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Ezio uploaded file 0001-porting-to-vertex-array.patch (5.5 KiB)

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Per changed status from new to closed

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Per changed resolution from `` to closed

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Per changed blocking which not transferred by tractive

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Per changed blockedby which not transferred by tractive

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Per commented


Unfortunately, that is not the way to do it. It would be far slower than what we have now, since you'd have lots of state changes for every primitive being drawn. What we need to do is rewrite the code so that you cache the primitives at a higher level.

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Ezio commented


i don't get which kind of caching you're referring to, from what i understand vertex array are useful to lowering cpu usage, performance about same as glbegin() on some case could be better and some other could be worst. example if object were shared sprites (terrains or tanks) we could put vertex array inside display list although this would use more memory,but some implementations may cache display lists on the graphics hardware, so the benefits of this caching could easily offset the extra memory usage.

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Per commented


Performance of vertex arrays is only useful for large data sets, not individual primitives. We are not really using vertex arrays, we use vertex buffer objects (VBOs) only. See eg http://www.songho.ca/opengl/gl_vbo.html for an explanation of the difference.

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