On Sat, Dec 4, 2010 at 5:49 PM, Ian Mallett wrote:
> Buffer binding is one of the slowest GL calls you can do, short of
> transferring huge chunks of data around (glTexImage2D, glReadPixels, etc.).
> State changing is one of the worst things you can do for efficiency,
> especially on top of a scr
On Sat, Dec 4, 2010 at 3:37 PM, Christopher Night wrote:
> For this model, glEnableClientState gets called once for vertices, normals,
> and texcoords. There are 5 materials, each with one glBindTexture and two
> glDrawArrays (one for triangles, one for quads). So the total calls per
> render is:
On Sat, Dec 4, 2010 at 4:05 PM, Ian Mallett wrote:
>
> On Sat, Dec 4, 2010 at 1:21 PM, Christopher Night
> wrote:
>
>> Hi, I'm working on a standalone OBJ loader based on the well-known one on
>> the pygame wiki:
>> http://www.pygame.org/wiki/OBJFileLoader
>>
>> My goal is to speed up load times
Hi,
On Sat, Dec 4, 2010 at 1:21 PM, Christopher Night wrote:
> Hi, I'm working on a standalone OBJ loader based on the well-known one on
> the pygame wiki:
> http://www.pygame.org/wiki/OBJFileLoader
>
> My goal is to speed up load times by making the model objects picklable, so
> the OBJ file does
Hi, I'm working on a standalone OBJ loader based on the well-known one on
the pygame wiki:
http://www.pygame.org/wiki/OBJFileLoader
My goal is to speed up load times by making the model objects picklable, so
the OBJ file doesn't have to be read every time you start up. Here's my
current version:
h