Thanks for the tutorials. I've bookmarked them and hope to take a closer look come January. :)
(By then, you'll likely have incorporated all the feedback, too!)
Type: Posts; User: GLRon
Thanks for the tutorials. I've bookmarked them and hope to take a closer look come January. :)
(By then, you'll likely have incorporated all the feedback, too!)
> Look in the index for "vertex cache" (or "post T&L cache",
> though that naming is a bit antiquated) and if you don't find
> it, you might consider getting a newer graphics book to read
> along...
> Try doing sensible things first, like avoid immediate mode,
The context is I'm studying a computer graphics textbook and it is asking me to using triangle strips (and fans, and quads, and quad...
Thanks for explaining! :)
Why a strange question? I started learning OpenGL yesterday and it wasn't obvious whether to strive to optimize the # of triangles or the # of calls.
(Although I'm...
If you give a triangle strip six vertices (v0, v1, v2, v3, v4, v5, v6), according to the docs, it doesn't draw:
(v0, v1, v2) , (v1, v2, v3) , (v2, v3, v4) , (v3, v4, v5)
It actually draws:
...
I have an surface that a single non-overlapping triangle strip can't cover. Which approach is more efficient?
(a) Creating two triangle strips, the first with 10 vertices, and the second with 4...