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Jorj Pimm
06-17-2009, 10:28 AM
Hello all,

I'm trying to render some quads to the screen for image based hud type things ( text rendered to textures ), there won't be many of these, and they will each be wrapped up in their own class, say a class called text. So each class must draw only 1 quad.

in this case is it STILL more efficient to use the gldraw arrays and GL_VERTEX_ARRAY drawing method, or is there some kind of overhead? is it more efficient just to call glvertex3f 4 times?

Thanks in Advance
- Jorj

ZbuffeR
06-17-2009, 12:18 PM
there won't be many of these
With large surface with low triangle count, it means the overhead won't be significant in any case.
Staying away from glBegin/glVertex is more GL3.1 compliant :)