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NVidia Vertex Array Range Ext.

Started by November 22, 2000 06:43 PM
0 comments, last by NeoGL 24 years, 2 months ago
Hi, I am writing to include the vertex array range extension, have bout 10,000 triangles and ~3000 vertices. I am using wglAllocateMemoryNV to allocate for the 3000 vertices (floats) then glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); glEnableClientState(GL_VERTEX_ARRAY); glVertexArrayRangeNV(m_NumVertices*sizeof(float),buffer); glVertexPointer(3,GL_FLOAT,0,buffer); and finally in the drawing routine I have glDrawElements(GL_TRIANGLES,m_NumTriangles,GL_UNSIGNED_INT,indices); for now I don''t care about the normals.... It is extremely slow, 10x slower than the immediate mode!! All the facets are not getting displayed either, slows down all other applications. I have tried using the AGP Memory / Video memory, the AGP just dies on me. I got 256MB physical and a GEForce 256. What''s GOING ON ??!!!! Anything I am doing wrong ? missing out ?? Appreciate your responses. Thanks NeoGL
You have to avoid doing read/WRITES on them, cause that''s really slow since the vertex buffer is uploaded in v-ram (if not, it''s sent to AGP memory)
I think what you need to do is to compile your glBegin/glEnd into a display list, that REALLY speeds things up, because things like transformation of the vertices is then optimised

Hope this helps

Mustard

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