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hardware T&L

Started by April 11, 2002 01:50 PM
4 comments, last by Austrian Coder 22 years, 10 months ago
Hi Folks! Has anyone some good tutorials about T&L? Thx, Austrian Coder
glRotatef(), glTranslatef() ...

[i.e. if you use gl (geometry) function and the graphics board supports hw T&L youl'll have hw T&L...]

[edited by - baumep on April 11, 2002 3:19:22 PM]
baumep
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Oh thats great.

Thanks
BUT.....

Imagine this
glBegin(...)
for (x=0;x<100000;x++)
{
glVertex3f(...)
}
glEnd();

lots of calls to glVertex3f = function call overhead = bad.

Look into VAR (VertexARrays). 1 call, lots of triangles.

Neil

WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
VAR Stands for Vertex Array Range (NV_vertex_array_range). it''s different than VAs and CVAs. VARs are supported only by geforce chipset or higher.


"Shadow of annoyance Ne''''er come hither! ...And when He falleth, He falleth like Lucifer, Ne''''er to ascend again..."


TOT
"Shadow of annoyance Ne''er come hither! ...And when He falleth, He falleth like Lucifer, Ne''er to ascend again..."
TOT
And a while ago ATI released Vertex Array Objects (unfortunately it only works on WIN 2000/XP) which store the actual vertex array''s on the Video Card''s Ram. You need a card running on the Original Radeon chip or the R200 (Radeon 8500)

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