Re: GL_LINES vs GL_QUADS with glPolygonMode GL_LINE

Michael I Gold <[email protected]> Tue, 05 Jun 2007 23:00:23 -0800
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
If you render two
quads which share an edge (e.g. in a quad strip, all adjacent quads
share an edge), those edge lines will be drawn twice. In addition,
PolygonMode(LINE) requires additional primitive setup (e.g. face selection) which lines do not
require. Whether the latter actually impacts performance depends on
the implementation.

Roland Krause wrote:

Yet another likely dumb question. Please forgive my ignorance but I was
wondering:

I have to draw a mesh consisting of lots and lots of quads.

Is there a performance difference between drawing the lines of this
mesh using GL_LINES or GL_LINE_LOOP versus calling GL_QUADS with a
glPolygonMode of glPolygonMode(GL_FRONT, GL_LINE) and culling the
backside?

Note that I am using glDisplayLists in any case to execute the final
result.

I know the amount of data sent to the card is slightly different but
does that matter?

Best regards and thanks for your insightful comments

Roland

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Author: Michael I Gold
INET: [email protected]

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