NVidia Vertex Array Range Ext.
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
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
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement