in the quest for higher performances, i'd like to optimize the way i send to opengl informations.
in particular, i'd like to minimize the workload of transfers to t&l cards like the geforce.
since i want my models to be fairly accurate (many polygons), i minimize transfers to opengl by performing a object-space polygon culling (also known as early culling)
once i have selected the pvs of polygons, i have to send them to opengl, and there are three ways to go:
-straight opengl with glVertex, glTexcoord, ...
-display lists
-vertex arrays
as far as i know these methods are the only existing... maybe there are anothers?
the objects are moving, so i won't rely on exploiting coherency in some way: polygons will frequently be in or out the pvs.
what is the best way to go?
...first method apart, i'm currently using it
how about using some "mesh to strip" algo every frame?
thank you people
Dolo/\/\ightY





