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optimize speed

Started by xiaowei Sep 30, 2008 at 1:25 AM 2 replies 850+ views
Original Post
xiaowei
xiaowei
Hello, i want to speed up my program a little bit. At first, i tell you what i exactly do. I compute intersectionpoints of 500 planes with a Cube. These are view port aligned planes. So the problem is that i compute the intersection of a plane that has at least 3 intersection and a maximum of 6 intersections. With the intersections i form a valid polygon and render it with glBegin(GL_POLYGON) .. glEnd(); Then compute next box-plane intersection. How to speed it up ? I cant use displaylists because the intersectionpoints will change frequently. greetings, xiaowei
xZekex
xZekex
Vertex Buffer Objects, allow for resize or non editable arrays just like Vertex Arrays but better.
xiaowei
xiaowei
Thank you,
i'll check it out.

greetings,
xiaowei
mmakrzem
mmakrzem
How is your intersection math implemented? You might be able to optimize for speed by changing your equations around a bit, or writing some of your math in assembly.

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