Re: Fastest way to draw lots of points

Ryan Hope <[email protected]> Fri, 19 Oct 2012 14:29:30 -0400
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAA5gU8nRitUiK7Qw+s-z1N_ev7oOAjRTArgQ28caaXbEkBk4ew@mail.gmail.com>
Thanks for the ideas guys. I am a complete OpenGL noob, just started
using it last week so things like VBOs and shaders are a little over
my head at the moment. I start looking into these things though.

On Fri, Oct 19, 2012 at 2:27 PM, Derakon <[email protected]> wrote:
> On Fri, Oct 19, 2012 at 11:16 AM, Ian Mallett <[email protected]> wrote:
>> On Fri, Oct 19, 2012 at 11:59 AM, Chris Barker <[email protected]>
>> wrote:
>>>
>>> Display lists probably wont' help as you would still need to build up
>>> the list -- it's also old-style and practically deprecated approach.
>>
>> You have to build the VBO too, but yes, display lists are deprecated.
>>
>> As far as dynamic stars, yes, the idea is to use either a display list or a
>> VBO and either transform or use a vertex program to move your stars. For
>> starfields, I personally have gotten compelling results by simply making
>> several static starfields of different sizes and then scrolling them with
>> glTranslatef at different rates. This gives a nice parallax effect, and is
>> essentially just as fast as drawing the stars completely static.
>
> It occurs to me that you could probably rig up a procedural texture
> that would simulate a starfield for you. Then you could just use a set
> of textured quads to do your parallax scrolling starfield. I'm not an
> OpenGL expert though; would anyone more experienced have a sense of
> how this would compare speedwise to the VBO approach? The advantages
> to a procedural texture would be that there'd be no repetition to the
> field, and that of course you'd never have to send more data over to
> the card, except for the parameters to the shader used to generate the
> texture.
>
> -Chris
>
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-- 
Ryan Hope, M.S.
CogWorks Lab
Cognitive Science Department
Rensselaer Polytechnic Institute

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