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Re: [pygame] Fun with C modules
> How many triangles are in the display list? I don't have the luxury of
> display lists since the triangles share no similarity, being part of a
> landscape. I use display lists for other things though, like trees, etc. They
> definitely help there :)
i think jan means draw the landscape using drawlists. even though you
only use it once per frame, it means you only need to make a single
function call to render the ground. (thus python gets out of the way)
i have a feeling using vertex buffers to do this sort of thing is a
little more efficient. especially if the landscape needs to change a
little. just change a couple numbers in a Numeric array, and you still
draw the entire landscape with a call to glDrawElements, or something
similar.
if i recall your original letter correctly, you're also using some sort
of culling, which definitely helps.. i guess you'd want to break the
landscape into different drawlists/vertexbuffers for the difference
sections of the landscape that can be culled?
anyways, the lesson definitely is, using "glVertex" for your rendering
in python is definitely going to take a performance hit. but glVertex
isn't really used in C 3d games either. for performance they all use the
draw lists and vertex buffers. and the good news is, there's hardly any
performance penalty using these functions in python :]
still, all the culling functions will be quicker in C, i've just not
played with it that stuff to really know how much quicker.
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