Hi Daniel,

Daniel Sperka wrote:
[snip]

> So, my thought becomes - why not pre-populate the card's memory with 
> generated display lists of points. I'm guessing that a list of 1000 
> points will take roughly 1K * 4bytes * 3(xyz) = 12K memory. On a card 
> with 64Mb there ought to be room for thousands of these. When the time 
> comes to repopulate the points for a grid rectangle, I'd simply change 
> the display list ID that the node core uses with no cost in transporting 
> that information to the card, compiling the list, etc. All that cost 
> would be paid prior to the start of an experimental trial where there's 
> plenty of time for such things.

Maybe I misunderstood something, but wouldn't you get the same effect if
you generated a large number of random point geometries, rendered them
once to get the display lists created and when you wish to use one just
put it into your scene ?

> Don't games do this type of thing loading textures onto the card?

I really have no idea, but just rendering (only into the back buffer,
maybe) stuff that makes use of a texture would force that loading, so I
would not be surprised if that is what is done.

        Hope it helps,
                Carsten

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