hardware T&L
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
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?!?!
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
"Shadow of annoyance Ne''er come hither! ...And when He falleth, He falleth like Lucifer, Ne''er to ascend again..."
TOT
TOT
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