开发者

Best way to render Tesselated Objects (OpenGL)

I'm using the GLUTesselator for Polygons. Right now the vertex callback does glvertex2f and gltex2f. Would it be better simply to collect the verticies from the vertex callback in a std:开发者_如何学C:vector then use gldrawarrays()? Or would this actually be less efficient since it has to put the verts and texture coordinates in a vector?

Thanks


If the vertex count on your tessellated objects is "sufficiently large" VAs/VBOs are almost always going to be faster than immediate-mode glBegin()/glEnd() code, especially if your geometry is static.

0

上一篇:

下一篇:

精彩评论

暂无评论...
验证码 换一张
取 消

最新问答

问答排行榜