Restored from previous forum. Originally posted by halo.
This is the last thing I need for my GL rendering needs. Has anyone used this command yet?
I don't see any reason why PB can't start doing all the things Blitz3D does, and I even like it better because it is lower-level and easier to control. I'm sure a lot of functions will start appearing.
I suggest using a memory buffer to store meshes. Decide on a format and store their position, rotation, scale, color, verts, tris, uv's, and textures, then write functions that accept one of these buffers and render the thing. That's how I would do it, anyways.
Anyone have an example using glulookat()?
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Restored from previous forum. Originally posted by Danilo.
I think the best thing would be to use Linked Lists
for the parts of objects.
So you can store 10.000 Objects (a whole world) very
easily in Memory - completely with textures and whatever.
Managing Linked List is very easy
and its also very fast.
But traumatic said there is a way in OpenGL to store
all the stuff directly in OpenGL, so its not needed
to draw all things every frame.
cya,
...Danilo
(registered PureBasic user)
I think the best thing would be to use Linked Lists
for the parts of objects.
So you can store 10.000 Objects (a whole world) very
easily in Memory - completely with textures and whatever.
Managing Linked List is very easy
and its also very fast.
But traumatic said there is a way in OpenGL to store
all the stuff directly in OpenGL, so its not needed
to draw all things every frame.
cya,
...Danilo
(registered PureBasic user)
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BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by traumatic.
regarding gluLookAt():
http://www.cevis.uni-bremen.de/~uwe/ope ... ookAt.html
or just your favourite documentation.
the problem you'll have is that all arguments you have to pass to gluLookAt() are doubles, so you'll need to convert your floats first.
that's why you'll stumble across the problem, that twice as much arguments are needed - assuming that is your part of your question
displaylists is the keyword here. you can compile displaylists which then can be rendered by the card wihtout calculating the polys everytime but this has nothing do with the actual storing of the mesh-coordinates. but for different 3d-objects in one scene, i'd vote for displaylists for performance reasons.Originally posted by Danilo
But traumatic said there is a way in OpenGL to store
all the stuff directly in OpenGL, so its not needed
to draw all things every frame.
regarding gluLookAt():
http://www.cevis.uni-bremen.de/~uwe/ope ... ookAt.html
or just your favourite documentation.
the problem you'll have is that all arguments you have to pass to gluLookAt() are doubles, so you'll need to convert your floats first.
that's why you'll stumble across the problem, that twice as much arguments are needed - assuming that is your part of your question