Re: [PyOpenGL-Users] PyOpenGL Deprecation & New Methods
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mcfletch
From: Greg E. <gre...@ca...> - 2009-12-11 21:55:53
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Mike C. Fletcher wrote: > For the broader OpenGL market, VBOs, FBOs, PBOs and shaders are a more > open-ended solutions. You're speaking as if VBOs/shaders and display lists are mutually exclusive, but they're not. You can put all your vertex data into VBOs, and compile calls using the VBOs, along with switching shaders and textures etc., into the display lists. There are certainly limits to what can be achieved that way, but in a Python context it's still a very useful tool to have available, IMO. Also, some of the limitations are only there because of the way display lists have traditionally worked in OpenGL. A reimplementation of the idea in a separate library would allow room for improvements. One could envisage a "GL display list language" that allows parameter passing, loops, procedure calls, etc... that would be compiled into some efficiently-executable form, maybe even native code. -- Greg |