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Cylinders, vertex arrays, vertex lighting.

Started by February 26, 2002 04:54 PM
12 comments, last by Iain Toft 22 years, 11 months ago
Added the quad strip as you recommended.
For each cylinder.
glBegin(GL_QUAD_STRIP);
glEnd();
Built into a display list, the frame rate has gone from 56 -> 95.
PS: Lighting seems much better too!!?

-= Iain > Chad < Scott =-
-= Iain > Chad < Scott =-
Added the quad strip as you recommended.
For each cylinder.
glBegin(GL_QUAD_STRIP);
glEnd();
Built into a display list, the frame rate has gone from 56 -> 95.
PS: Lighting seems much better too!!?

-= Iain > Chad < Scott =-
-= Iain > Chad < Scott =-
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> Lighting seems much better too!!?

Probably.
If you''re using GL_AUTO_NORMAL, then GL_QUADS will produce flat shading whereas GL_QUAD_STRIP will produce smooth shading (one seem may be visible, though, where the beginning and ending joins)
I would just like to add: even if you need very smooth lighting, you don''t necessarily need a higher-poly scene, if you''re starting to use complex scenes and run into performance issues it might be time to look into more advanced lighting techniques such as bumpmapping. Then again, it might not

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