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Re: OpenGL vs Rb3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: OpenGL vs Rb3D
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Fri, 18 Jun 2004 10:21:56 -0400
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References: <B524343E-BE5E-11D8-BDE1-000A95DB6C90 at fireyesoftware dot com> <p06110401bcf415c674e2 at [192 dot 168 dot 0 dot 100]> <36B0C030-BF1A-11D8-8612-000A95DB6C90 at fireyesoftware dot com> <D9218AA1-BF27-11D8-AE16-000A95CDD7B0 at charcoaldesign dot co dot uk>

On Jun 15, 2004, at 7:58 PM, Nick Lockwood wrote:

One thing you can do is catch all your static objects in a display list
instead of submitting them each time through the list...
I don't get the impression that you are doing this from the graph.

I'm just calling the display list every frame once it's been generated. I'm not re-making it every frame, if that's what you mean.

No, he means that if you have 1000 objects that don't move independently, you can store them all in the same display list, instead of 1000 different ones.

Yes, but the graphics engine doesn't know if objects move independantly ;-). That would be a job for the game engine, which I haven't gotten to yet.

Asher Dunn
--------------------------------------------------------
President and Head Developer of Fireye Software <http://www.fireyesoftware.com/>

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