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From: Frank C. <dev...@ch...> - 2005-06-19 04:42:01
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On 18-Jun-05, at 6:55 PM, James W. Walker wrote: > On Jun 18, 2005, at 11:45 AM, Mikey wrote: > >> I've just been going thru the Quesa source code and I don't see >> any use of OpenGL display lists. I'm surprised by this since that >> seems like it should be a relatively straight-forward optimization >> when using retained mode. > > That's a good question. I can think of one design decision that > wouldn't be very compatible with display lists: Quesa does its own > backface culling. You wouldn't want a display list that you'd have > to rebuild whenever you move the camera. > > The founder of the Quesa project, Dair Grant, is no longer > participating. Anyone else know the history of this? Another problem is that retained or not, no mesh is guaranteed to be static. Even if you track data locks/replacements there's no "safe" time to build and use a display list (even without software backface culling). The best you can do is use something like VAR or VBOs, cause you certainly don't want to go compiling a new display list every time something changes. The pre-processing is a bigger bottleneck than the rendering though - There's gotta be a way to avoid stuff like software backface culling when using an interactive renderer... Frank. |