stephenwilley

03-28-2001, 01:39 AM

Hi,

I have an orrery simulation (solar system) that currently draws orbits as a GL_LINE_LOOP calculating the position of the points using standard trig functions and putting the points into an array which it then renders in a simple loop.

I want to take advantage of T&L but I'm not sure if this is exactly where it is used. To get to the center of the body's orbit I use glTranslatef,Rotatef etc and I know that all of these are T&L accelerated but I would like to know if there's an accelerated way of calculating the orbital path's points. And for a relatively low vertex count object like this path; is it worth using compiled vertex arrays??

Stephen

I have an orrery simulation (solar system) that currently draws orbits as a GL_LINE_LOOP calculating the position of the points using standard trig functions and putting the points into an array which it then renders in a simple loop.

I want to take advantage of T&L but I'm not sure if this is exactly where it is used. To get to the center of the body's orbit I use glTranslatef,Rotatef etc and I know that all of these are T&L accelerated but I would like to know if there's an accelerated way of calculating the orbital path's points. And for a relatively low vertex count object like this path; is it worth using compiled vertex arrays??

Stephen