Re: Fastest way to draw lots of points

Ryan Hope <[email protected]> Fri, 19 Oct 2012 14:58:48 -0400
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAA5gU8kedFwt+Ej09DtaiyftUPn8uJYxdyA_MNN6HMYm8b1k2g@mail.gmail.com>
I made a library that is API consistent with pygame 2d calls but uses
opengl in the background. I did this because things were starting to
slow down in my non HW accelerated pygame game. Now that I have the
basics working I do want to learn the right way to do things.

On Fri, Oct 19, 2012 at 2:41 PM, Derakon <[email protected]> wrote:
> On Fri, Oct 19, 2012 at 11:37 AM, Henry Gomersall <[email protected]> wrote:
>> On Fri, 2012-10-19 at 14:29 -0400, Ryan Hope wrote:
>>> 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.
>>>
>> They're the modern way to do things. To the point that it's probably not
>> much worth learning anything else.
>
> To be fair, glPoints is a heck of a lot easier to wrap your head
> around than VBOs are. To some extent it's worth learning the "wrong
> but functional" approach only to unlearn it later, in the interests of
> smoothing out the learning curve.
>
> Plus, it's not like support for the old functions is going to go away.
> They just don't work quite as well.
>
>>
>> Henry
>>
>
> -Chris
>
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-- 
Ryan Hope, M.S.
CogWorks Lab
Cognitive Science Department
Rensselaer Polytechnic Institute

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