Skip to main content
gamedev.net
🔒 Locked

Display lists

Started by Pipo DeClown Oct 7, 2002 at 9:21 AM 1 replies 550+ views
Original Post
Pipo DeClown
Pipo DeClown
I saw a tutorial on NeHe that shows how to use glDisplayList. Im not fimiliar with OpenGL or Direct3D. What I understand is that it loads an object in to memory and you can call it back when you want and change a thing or two then render it, which makes vertexwriting simpler. Am I correct about this? And is this great thing in the Direct3D-api too? .lick
JoeyBlow2
JoeyBlow2
Display list (OGL) = Vertex Buffer (D3D)

Basically your 3d model (land, character, whatever) is stored in graphics card memory (if you have HW T&L) so it can be rendered quickly without transferring the vertexes over the bus every frame.

And yes, D3D does have the feature. In fact, you have to use them in DX8, its the way the API works natively.


Pipo DeClown
Pipo DeClown
ofcourse! stupid me, well thanks for that reminder!

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.