On May 16, 2005, at 12:12 AM, Frank Condello wrote:
On 15-May-05, at 9:17 PM, Asher Dunn wrote:
On May 15, 2005, at 5:08 PM, Adam Cuipka wrote:
Arrays, for example, compose a critical point along the path for
rendering 3D graphics. Therefore, the speed with which a language
can
perform array operations critically affects the speed with which the
language can render a dynamic 3D environment.
When using OpenGL, OpenGL does the pointer array crawling, and all
you do is pass a "pointer" to the array (a memoryBlock).
Yes, but if you manipulate that memoryblock's data every frame (say,
for animation or visibility culling) you'll incur a lot of function
call overhead and stuff can quickly bog down.
Animation, I can see that, but visibility culling? You wouldn't cull
per vertex!
Asher Dunn
--------------------------------------------------------
President and Head Developer of Fireye Software
<http://www.fireyesoftware.com/>
AIM and Yahoo: fireye7517
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