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Thread: vertex data into display list

  1. #1
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    vertex data into display list

    Hi, Just wondering if anyone can help me regarding display lists. It is sort of similar to a previously listed topic 'display list'. Anyway, I am new to this and want to know how to store a LOT of vertex data into a display list. It will be used for static geometry that is being rendered every frame in my programm. Also, where do i declare this? That is where in my code would i create the list?

    I am drawing a static grid, but the vertex data is currently obtained by going through a set of 'for' loops. I am trying to make my program more efficient.

    I know i am not explaining myself very well, but i am not too sure how to explain this problem in full detail. If anyone thinks they may be able to help PLEASE let me know what i should do.

    Thanks everyone!

  2. #2
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    Re: vertex data into display list

    If it's static geometry use a compiled interleaved vertex array instead...

    look up the GL_EXT_compiled_vertex_array extension and interleaved arrays in the red book...

    Cheers,

    Allan

  3. #3
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    Re: vertex data into display list

    Allan,

    Cheers mate. I have red book here now so i'll check it out. I'll get back to you if i get stuck again!

    Cheers,

  4. #4
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    Re: vertex data into display list

    Originally posted by meez:
    Allan,

    Cheers mate. I have red book here now so i'll check it out. I'll get back to you if i get stuck again!

    Cheers,
    There's absolutely no reason for display lists to be slower than CVA. I'd rather expect display lists to have a bit higher or comparable perfomance to VBO/VAO/VAR.

    ~velco

  5. #5
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    Re: vertex data into display list

    Good point.

    i didnt actually say there faster (although i can't imagine they'd be slower) BUT

    meez says that (s)he wants to store a LOT of vertex data - having a single display list with tonnes of vertex data in it can be slow (sort of - e.g. a friend once had a display list with absolutely loads of vertices - breaking it up into 8 smaller ones tripled performance - this may not be an option)

    and meez also says that (s)he's new to this -IMO compiled vertex arrays are v.easy to get going (one of the great things about gl)

    just a quick question, Locking the array pulls it onto gfx card memory (doesnt it?) - i wouldnt have thought you'd be able to get much faster than that? provided it was in a sensible format (interleaved array, indexxed into)?

    correct me if i'm wrong...

    Allan

  6. #6
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    Re: vertex data into display list

    while your at it - how do you do the "quotes" ?



    Cheers,

    Allan

  7. #7
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    Re: vertex data into display list

    Thanks everyone, I really think that your discussions together have helped me out. I am going to try using an array like the ones mentioned.

    By the way, to do the quotes just click the icon that looks like a sheet of paper with a red arrow pointing off to the right, this allows you to reply with a quote.

    Thanks again fella's

  8. #8
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    Re: vertex data into display list

    Allan,

    You aren't the Allan that made 'GL Asteroids' are you? Just wondering because i was just having a browse through some programms at GameDev and noticed it was done by someone called Allan. Anyway, just curious about development etc...

  9. #9
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    Re: vertex data into display list

    Originally posted by Allan Walton:
    while your at it - how do you do the "quotes" ?



    Cheers,

    Allan
    Click on this

    or use the quote tags QUOTE and /QUOTE within [] and copy and paste.

    [This message has been edited by shinpaughp (edited 05-13-2003).]

  10. #10
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    Re: vertex data into display list

    Originally posted by Allan Walton:

    just a quick question, Locking the array pulls it onto gfx card memory (doesnt it?) - i wouldnt have thought you'd be able to get much faster than that? provided it was in a sensible format (interleaved array, indexxed into)?

    Yep, it (hopefully) does that, which means you have to do it rarely, i.e. not each frame or the coipying wull kill performance.

    Likewise, display lists are "server side", i.e. they also can/should be stored in GART/video memory and also should not be compiled each frame.

    FWIW, see http://www.fl-tw.com/opengl/GeomBench

    which at least can provide some idea about the relative performance of VAR/VAO/display lists/immediate mode operation.

    ~velco

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