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Display list optimisations...

Started by OrangyTang 0 replies 400+ views
Original Post
OrangyTang
OrangyTang
Anyone know what optimisations a display list is likely to perform internally? Google seems to have drawn a blank I''m building a display list for a static mesh, but i''m not sure if using vertex arrays or just sending the values direct is going to make a difference. Also whether or not to try and reduce the number of duplicate vertices with indexing or if thats not worth the hastle.. I assume that building tri strips instead of triangles will be the best speed boost, but thats definatly non-trivial.. Thanks
Julio
Julio
well, it depends on how much memory the mesh is going to take up. a display list is fast because the verticies are stored and locked in memory so they can be accessed directly. vertex arrays are something different completely. if you want to optimize vertex arrays look into copmiled vertex arrays which lock the arrays before drawing which can speed it up. the problem with display lists is if you have a large model or mesh and parts of it are not on the screen it is still processed, with compiled vertex arrays you can test it and only draw what''s visible.

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