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General discussions / New strategy for the internal rendering code in SFML 2
« on: January 24, 2010, 06:57:05 pm »
... how is this any different from what I was talking about before? You went out of your way to prove me wrong, and now you go back to IM? :roll:
Anyways, why are you transforming the vertices on the CPU? I have a hard time believing that's faster than just using glLoadMatrix() for what it's meant for :roll: ... For example, you can load the View matrix as the projection matrix and every object's world matrix as the modelview matrix, and tada, free GPU matrix transformations.
That, and I still believe that using a VBO per-object would be faster. I remember reading somewhere that OpenGL draw calls weren't slow like D3D's DrawPrimitive()
Anyways, why are you transforming the vertices on the CPU? I have a hard time believing that's faster than just using glLoadMatrix() for what it's meant for :roll: ... For example, you can load the View matrix as the projection matrix and every object's world matrix as the modelview matrix, and tada, free GPU matrix transformations.
That, and I still believe that using a VBO per-object would be faster. I remember reading somewhere that OpenGL draw calls weren't slow like D3D's DrawPrimitive()