On 16-May-05, at 8:42 PM, Asher Dunn wrote:
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!
You wouldn't normally *test* per-vertex, but you'd almost certainly
end up with new vertex arrays every frame (unless the view is
stationary).
Frank.
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