[PD] spread Gem-computation over several dsp-cycles (?)

chris clepper cgclepper at gmail.com
Wed Feb 28 16:48:13 CET 2007


This is an optimization if your geometry doesn't change.  A display list
loads all of the vertex, color, texcoord and normal data onto the card and
then just tells the card to render it right from VRAM.  The model object
uses display lists for speed.  If you need 10,000 cubes it would be faster
to make a model of the cube and load it that way.

Cyrille's trick is to set up a render chain and render that once into the
display list.  After that only the gemhead feeding GEMglCallList is rendered
every frame.

On 2/28/07, Frank Barknecht <fbar at footils.org> wrote:
>
> Hallo,
> cyrille henry hat gesagt: // cyrille henry wrote:
>
> > don't forget you can optimized your patch with GEMglGenList /
> GEMglNewList etc in order to create a display list so that you patch could
> resume in :
> >
> > repeat 1000
> > [
> > GEMglCallList
>
> I've never hear of this optimization, do you have an example for it?
>
> Ciao
> --
> Frank Barknecht                 _ ______footils.org_ __goto10.org__
>
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