From: Josh <axl...@gm...> - 2010-01-12 11:49:58
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Yes, it saves which vertex attribute are enabled, like textures coordinates, and normals. Make sure you are chasing the correct problem. Also drawing things without textures is broken. Also what does rapid succession mean? Short time between them, or 2 quads right after each other with time not making a difference? 1% is not a significant increase. If you want to increase speed, go for reducing draw commands. Charles Lohr wrote: > Devs, > > For some inexplicable reason, when I draw two of the same quads in rapid > succession in some cases the program simply crashes. > > As soon as I comment out: > GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); > and > GLCALL( glPopClientAttrib() ); > > Everything works as expected. > > Also, it runs about 1% faster. Is there an absolute need to run these > two commands? > > Charles > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |