Skip to main content
GameDev.net gamedev.net
🔒 Locked

quadtree with display lists?

Started by Seriema Mar 9, 2003 at 9:25 PM 0 replies 250+ views
Original Post
Seriema
Seriema
Hi! Would that be an idea? A quadtree holding display lists as nodes?? Actually the node would probably be some struct that contains a display list handle (GLuint) and some position data or something Wouldn''t this be really fast? I just tried a small example I found o OGL optimisations. I got these results: Immidiate mode: 450 FPS Vertex arrays: 750 FPS Display lists: 6675 FPS (!!!) Anyone with ideas or articles/tutorials on this are welcome! "No lies of sugar can sweeten the sournes of reality" }+TITANIUM+{ A.K.A. DXnewbie[onMIRC]
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c
karmicthreat
karmicthreat
Yes, I believe there is a paper on ATI''s site that describes something simmilar. Alot of it depends on how many triangles you have per node. If it is in the 100''s or 1000''s then you might be ok. Otherwise it is not very efficent.

Topic Locked

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

Sign in to reply to this topic.