AW: [Algorithms] OpenGL LockArrayEXT ... workaround
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From: Maik G. <mai...@gm...> - 2000-08-24 17:50:19
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yup ... thats what i mean ... but what do i do if my vertex array is tooo big? an unaccelerated vertex array is way too slow in compare to the accelerated version ... I get a performance increase of 30 % using LockArrayEXT ... without it ... vertex arrays are not even a real improvement to im-opengl so i guess there is no other way than splitting the vertex array : (? -----Ursprüngliche Nachricht----- Von: gda...@li... [mailto:gda...@li...]Im Auftrag von Conor Stokes Gesendet: Donnerstag, 24. August 2000 18:01 An: gda...@li... Betreff: Re: [Algorithms] OpenGL LockArrayEXT ... workaround > Hi ... > > i got a question about glLockArraysEXT in OpenGl ... since its limited to > 4096 indices i got a problem with my vertex-list ... > > my vertex-list contains like 100.000 vertexes ... > Im drawing stuff with DrawElements ( ... ) using an compiled index-list for > every frame (created by an Octree ...) > > now how can i handle the 4096 indice-limit of LockArrayEXT without spliting > my Vertex-List in THAT little pieces ... > > sorry if i didnt explain it enough but i hope ... someone who worked with > that already can help me > First of all, that is a vertex limit. Indices are generally unlimited. Second of all, that limit is really only the limit at which the extension "optimises" the array via locking. Otherwise, its just like calling a normal vertex array call. Conor Stokes _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |