Re: [PyOpenGL-Users] Fastest way to draw lots of points
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From: Ryan H. <rm...@gm...> - 2012-10-19 18:58:55
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I made a library that is API consistent with pygame 2d calls but uses opengl in the background. I did this because things were starting to slow down in my non HW accelerated pygame game. Now that I have the basics working I do want to learn the right way to do things. On Fri, Oct 19, 2012 at 2:41 PM, Derakon <de...@gm...> wrote: > On Fri, Oct 19, 2012 at 11:37 AM, Henry Gomersall <he...@ca...> wrote: >> On Fri, 2012-10-19 at 14:29 -0400, Ryan Hope wrote: >>> Thanks for the ideas guys. I am a complete OpenGL noob, just started >>> using it last week so things like VBOs and shaders are a little over >>> my head at the moment. I start looking into these things though. >>> >> They're the modern way to do things. To the point that it's probably not >> much worth learning anything else. > > To be fair, glPoints is a heck of a lot easier to wrap your head > around than VBOs are. To some extent it's worth learning the "wrong > but functional" approach only to unlearn it later, in the interests of > smoothing out the learning curve. > > Plus, it's not like support for the old functions is going to go away. > They just don't work quite as well. > >> >> Henry >> > > -Chris > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users -- Ryan Hope, M.S. CogWorks Lab Cognitive Science Department Rensselaer Polytechnic Institute |