Am Montag, 16. Januar 2006 22:12 schrieb Sebastian Sylvan: > On 1/16/06, Wolfgang Jeltsch <[EMAIL PROTECTED]> wrote: > > Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan: > > > [...] > > > > Hello Sebastian, > > > > thank you for your answer. > > > > > As long as you don't do it naively there should be no problems. I.e. > > > do not draw the terrain using the vertex-calls, but rather use > > > vertex-arrays, > > > > Hmm, this will make it rather complex for my students since they have not > > much experience with Haskell programming. In addition, where can I find > > documentation about Graphics.Rendering.OpenGL.GL.VertexArrays? > > I suppose here: > http://www.haskell.org/ghc/docs/latest/html/libraries/OpenGL/ > Graphics-Rendering-OpenGL-GL-VertexArrays.html
Hmm, this is not much of a documentation. No explanation of the types, functions, etc. > But it should correspond fairly well to any general documentation on > vertex arrays (www.opengl.org will surely have reference documentation > somwhere). Yes, the only explanation on the above page is a pointer to the corresponding section in the OpenGL specs. I hope that the correspondence between the Haskell module and the chapter of the specs is rather tight. After all, the Haskell module uses Haskell classes, Ptr values, etc. > > > or (better) vertex buffer objects. > > > > What's this? > > It's a fairly recent addition meant to be used instead of vertex > arrays in most cases. I'm not sure if HOpenGL supports them, but I > believe it does. At least from skimming the HOpenGL module list, I couldn't find anything which has to do something with "buffers". > The main benefit as far as I can tell is that unlike vertex arrays the > data does not need to be validated everytime it's sent to the graphics > card (the implementation is prohibited from assuming that the data in > a vertex array hasn't changed, so it must be validated every time it's > referenced). > VBOs are managed by the graphics driver to a larger extent, so can be > optimized "behind the curtains". Sounds interesting. > [...] > > > You may want to find a good terrain-rendering library rather than > > > implementing it yourself. > > > > Is there one for Haskell? > > Not that I know of, but if you find one for C it shouldn't be too hard > to create a binding... Too time-consuming for me. :-( > /S /W _______________________________________________ Haskell mailing list [email protected] http://www.haskell.org/mailman/listinfo/haskell
