Re: [PyOpenGL-Users] openglcontext 2.0 problem
Brought to you by:
mcfletch
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From: <il...@ya...> - 2003-02-02 01:20:11
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--- gabor <ga...@re...> wrote: > hi,
>
> 1.
> i've created a simple app using testcontext. my
> render method looks like
> this:
> def Render(self, mode = 0):
> BaseContext.Render(self,mode)
> glDisable(GL_CULL_FACE)
>
> t = time.time()
> for trilist in self.tris:
> glVertexPointerd(trilist )
>
> glEnableClientState(GL_VERTEX_ARRAY);
> glDrawArrays(GL_TRIANGLES,
> 0,len(trilist))
>
> t = time.time() -t
>
> print "renderTime",t *
Try this?
if self.tris:
glEnableClientState(GL_VERTEX_ARRAY);
for trilist in self.tris:
glVertexPointerd(trilist )
glDrawArrays(GL_TRIANGLES, 0,len(trilist))
if self.tris:
glDisableClientState(GL_VERTEX_ARRAY);
If it's not much faster then, maybe one of these
functions is copying the memory each time.
How long is trilist usually?
Does glVertexPointerf work for you?
> 1000.0,"milliseconds"
>
> i'm rendering around 1500-2000 wireframe triangles
> this way, and it's
> too slow... i got renderTime around 37
> miliseconds..., that means around
> 30fps...
>
> if i do it with the gl functions commented out i got
> aroun
> 0.007 miliseconds...
>
> does that rendering take so long?
>
> then i replaced that glVertexpointer code with:
> glBegin(GL_TRIANGLES)
> for v in trilist:
>
> glVertex3f(v[0],v[1],v[2])
> glEnd()
>
> and it renders in around 28 miliseconds... it's
> faster ?!?!?!?!?!?!
>
> what am i doing wrong?
>
>
> 2.
> a have meshes defined as list of triangles... i need
> to do be able to
> pick a triangle of it with the mouse... in the past
> i used glUnproject
> to get the mouse coords, and then doing the
> intersection math...
> is there something on OpenGLContext2 that i could
> use for this?
>
> thanks,
> gabor
>
>
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