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Re: Alternate 3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Alternate 3D
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Mon, 16 May 2005 20:42:54 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BEAD086A dot 3047%acuipka at statrite dot com> <01651f70a448ef6eb5e6b1c80cda6010 at fireyesoftware dot com> <EE8045EA-A258-49E6-9489-BB13BAE0538C at chaoticbox dot com>

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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