[PD] How do I squeeze more performance out of Gem?

chris clepper cgclepper at gmail.com
Wed Mar 9 16:48:00 CET 2011

A model is the way to go since the vertex data is static.  Ideally for
situations like this there would be one object that loads a single model and
several clients that just call the display list.  Although there is a lot of
memory on GPUs now so 200 models of a sphere won't take up that much.

On Wed, Mar 9, 2011 at 10:32 AM, John Harrison <johnharrisonwsu at gmail.com>wrote:

>>> On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry <ch at chnry.net <mailto:
>>> ch at chnry.net>> wrote:
>>>    hello,
>>>    - try using a display list to render a sphere, so that every point
>>> don't have to be send for every sphere.
>>>    see exemple 09.openGL/02.displaylist
>>>    you can also use a model with a sphere.obj to have the same result.
>>> if the spheres are all moving at once, would a display list still help?
>>> Seems like recompilation would have to happen for every sphere for every
>>> frame? I haven't tried the model yet...
>>>  yes, the display list will help to render 1 single sphere.
>> you have to call it 200 times.
>> Ok I'm seeing a huge performance difference between using 200 of [sphere
> <size-doesn't-matter> 20] and [sphere <size-doesn't-matter> 30]. Huge. So if
> I want to keep the sphere with 30 points, I'm thinking gemlist or model are
> my answer. I'll try both and report back, unless you have a strong
> recommendation for one or the other to save me time.
> This list is awesome. Where else could I find help like this? :-)
> -John
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