kobebryant
04-11-2006, 04:27 PM
I've been using display list with connected geometry such as quad/triangle-strips.
To enhance the performance further, I decided to use vertext array with display list. However, one of my OpenGL book (SuperBible, 2nd Ed. p340) says:
"... some implementations may do a better job of optimizing your geometry as a display list than as a vertex array. This is especially true if you are using lit geometry(specifying normals) and are running in an environmnet that has hardware-accelerate transform and lighting"
Before I pursue my experiment on the vertex array, I'd like to know what does the paragraph mean. Are there any applications not under the environment mentioned above?
Thanks.
-KB
To enhance the performance further, I decided to use vertext array with display list. However, one of my OpenGL book (SuperBible, 2nd Ed. p340) says:
"... some implementations may do a better job of optimizing your geometry as a display list than as a vertex array. This is especially true if you are using lit geometry(specifying normals) and are running in an environmnet that has hardware-accelerate transform and lighting"
Before I pursue my experiment on the vertex array, I'd like to know what does the paragraph mean. Are there any applications not under the environment mentioned above?
Thanks.
-KB