I have a problem with OpenGL. I Use MS-VC6
and a RIVA TNT2 with ELSA relevator-driver.
I have a scene where a wave is displayed.
(sorry for my bad english!)
before display is called within the OnIdle event:
// function not complete
// for each little square…
// here are 8 sine and cosine-calls
// not optimized…
// it’s a square in x-z, splitted in many
// triangles. in this cut off part, the y-
// part is calculated…
// triangle 1
/* the big square is split in 100 little squares, and every little square is split in 2 triangles, to get a smoth wave. it’s a sine in x-direction and a cosine in z-direction.
if you whish, i can post the whole code.
// triangle 2
/* this will run very fast and good, but if i add the following, the speed is slowed down a lot…
btw: I use LIGHTNING with 1 lightsource
the polygones are filled.
when the polygon-mode is set from GL_FILL to GL_LINE it runs as fast as without the following…
if i comment out the last glbegin-glend statements the program will run much faster. but why? adding a single fixed polygon slows down so much ???
thanx 4 help!