Timeline for Most efficient way to draw vertex with OpenGL
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 5, 2013 at 8:31 | vote | accept | Marco | ||
Jun 4, 2013 at 16:57 | history | edited | Sean Middleditch | CC BY-SA 3.0 |
remove superfluous "thank you" at end and narrative at beginning, minor formatting updates
|
Jun 3, 2013 at 21:20 | answer | added | Sean Middleditch | timeline score: 21 | |
Jun 3, 2013 at 17:03 | review | Close votes | |||
Jun 4, 2013 at 16:57 | |||||
Jun 3, 2013 at 13:43 | comment | added | benbot | I am also a student trying to learn OpenGL. I know that you will need to use Vertex Buffer Objects (VBOs) to draw vertexes faster. While I just don't know enough to tell you how to do that I can give you a link to a great (free online) book that does. I have skimmed it and made a little triangle but it is really complex. Arcsynthesis Modern OpenGL Tutorial I'm going through LazyFoo's tutorials right now. They start with the glBegin(), glEnd() fixed function pipeline then move into more modern OpenGL using the fixed function pipeline as a foundation. I'll j | |
Jun 3, 2013 at 11:07 | comment | added | thalador | You are right, glBegin() and glEnd() are part of the immediate mode rendering and pretty old fashioned. Nowaday one would use for example VBOs. How exactly and what you use is dependent on you scenario though! | |
Jun 3, 2013 at 10:59 | history | asked | Marco | CC BY-SA 3.0 |