I have noticed that the most efficient method to have the best performances on all HW is to use display list. Is it true ?
If yes, I’ve made an efficient LOD or Multi Resolution Mesh system : it’s efficient because it permit to reduce triangle number with small computation. But I’ve seen that small code using display list are displaying a lot more triangles than my engine. It’s logical, because they break the bus bottleneck and use efficiently T&L.
My hope is to reach the same triangle count under my MRM algo. My MRM need to send separate triangles to OGL.
My question is how can y do to send separate triangle with a faster method than setup vertex array (glVertexPointer(),glTexcoordPointer…) and build index array to send to glDrawElements ?
I’ve understand that when building the Display List open GL is using on board memory to store vertices data. How to build such HW vertex array to use with a per triangle display ?
Gabriel RABHI / Z-OXYDE / France