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  1. #8
    Quote Originally Posted by User137 View Post
    I did some tests long ago about displaylists, and found that they draw faster than other methods. Idea is similar to compiled code and interpreted code, where you normally would have own rendering class code to manage materials, textures, polygon groups etc. With displaylist only "recorded" real rendering related actions are done, and you can free all the model data arrays from memory. There was always a performance gain even if just glDrawElements or glDrawArrays being the only call in the displaylist. Found VBO's much harder to use.
    This is probably the case in outdated drivers or those that are no longer supported. In addition, if you explicitly request specific core functionality, in Core 3 and above, display lists won't be supported at all.

    Quote Originally Posted by User137 View Post
    Also, would graphics be seen at all if there weren't clientstates? It seems to be standard way to use them
    http://www.songho.ca/opengl/gl_vertexarray.html
    You can replace client states with glVertexAttribPointer and related glEnableVertexAttribArray. This would also imply using shaders as fixed-function pipeline is also deprecated in Core 3 and above.

    P.S. The tutorial you linked uses deprecated functionality, not to mention that glEnableClientState is buggy in some drivers.
    Last edited by LP; 05-08-2012 at 02:48 PM.

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