|
From: SourceForge.net <no...@so...> - 2007-02-11 05:01:14
|
Bugs item #1227484, was opened at 2005-06-25 12:50 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1227484&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Pending >Resolution: Fixed Priority: 5 Private: No Submitted By: Michael Sullivan (imikey) >Assigned to: James W. Walker (jwwalker) Summary: Add support for OpenGL display lists Initial Comment: Was discussed on the list with the following thoughts: ***** James W. Walker wrote: > Yes, but if someone is updating a trimesh every frame (which isn"t > an unreasonable expectation) you"ll be compiling a new display list > every frame, which will certainly be slower than using the current > vertex array path. I suppose some might do that, but it would not be a concern in my use of Quesa. > To use display lists to their potential you need a geometry type > that"s guaranteed never to change, or some sort of flag for > existing geometries that allows you to declare them as "static" > once their data is set. It would be easy enough to use an object property as a flag. ***** Mikey wrote: > To use display lists to their potential you need a > geometry type that"s guaranteed never to change, or some sort of flag > for existing geometries that allows you to declare them as "static" > once their data is set. I would think that scenery such as ground terrain, trees, etc. would be ideal for using this "static" flag and thus become eligible for storage in display lists. Furthermore, if all such objects had normals computed for them, then perhaps OpenGL"s built-in backface culling could be used when drawing them. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-02-10 21:01 Message: Logged In: YES user_id=433183 Originator: NO The new OpenGL renderer uses VBOs when the OpenGL implementation supports them, and display lists otherwise. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2005-07-16 19:13 Message: Logged In: YES user_id=433183 Dair Grant's idea was that we should use VBO's instead of display lists, as a more modern method. (There has been some recent disagreement on the comp.graphics.api.opengl newsgroup as to whether VBOs are necessarily faster than display lists.) The trouble with both ideas is that Quesa currently does its own backface culling. This is to support the 3 backfacing choices in Quesa, which do not quite correspond to OpenGL's two choices of two-sided rendering or not. But this means that if you moved the camera, you would have to flush the cached display lists or VBOs. What we might consider is making a new renderer that would place less emphasis on compatibility with QD3D documentation and experience, and more emphasis on speed. The new cartoon-style renderer can serve as an example of how to base a new renderer on the existing one, rather than writing a whole renderer from scratch. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1227484&group_id=45158 |