I was reading a web page written by john carmack that says he dont use
display lists, he uses vertex arrays (compiled if you're card supports it)
then uses glDrawElements to pass the geometry to the card, apparently it's
more flexible and the speed you get is comparable, well, you know how fast
try using vertex arrays, they are fast, I use em, display lists are good,
but static, I dont think you can do dynamic LOD on a display list (say a
human) but then again, I suppose you could chunk the body up into pieces and
replace them with higher/lower detail models, but thats irrelevant...
yeah, so look into that, I get moderate performance oh yeah, pierre is
right, definietly minimise the number of state changes, group you're
polygons by texture or colour...stuff like that...
> > (8000 faces total). However, my chessboard is going way slower
> > than the aforementioned games with their fully texture-mapped
> > environments and other technical stuff.
> > Is there some kind of trickery they're using? I'm already using
> > display list, but it doesn't seem to help much.
> I guess you must know but OpenGL is state-based. ie, take care
> of minimizing the number of state change. triangle strip are also
> a good way to improve.
> as an example, I suppose that you have some colored and lighted
> check pieces. in your triangle loop, why not
> + generating triangle strip,
> + group vertices with common colors (less changes)
> - group vertices with common normals (you can quantize them
> on a quadrant-sliced unit sphere)
> - and so on
> Pierre Alliez