From: Lamy Jean-B. <a1...@So...> - 2001-11-30 12:21:40
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Le Mercredi 28 Novembre 2001 07:58, vous avez =E9crit : > Hi > > Thank you for the interest and the reply!!! > > I am doing exactly the thing you suggested (Texture Map the QUAD). I u= sed > to clear both the Frame buffer and the Depth Buffer; thanks to your > suggesstion I now clear the DEPTH BUFFER only. As you suggested I have > added the texture mapping and QUAD generating code to the display list= . > Thanks!!!! > > By the way the image I'm trying to load is 1024*1024!!!! > > I have included my code for the said operation. I you don't mind can y= ou > please point out where I can tweak my code. (Code is below...) > > Thank You > Regards > Asiri You should not recreate your display list in every rendering ! Create it THE FIRST TIME ONLY, then re-use it ! Other consideration : - Are you sure that it is the quad that take so long time to render, and= not the hexagone ? - Are you using software 3D ? Software rendering is typically slowed dow= n by texture changement, and speed is quasi proportionnal to the surface draw= n (so a big quad may be VERY slow). - 1024*1024 may be too big for a texture ? try smaller ! You can also disable some useless OpenGL flag when rendering the quad (e= .g. lights, fog, depth test...); it may be a little faster (but probably not= a lot). Jiba |