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Thread: Bryed 3d (1998) postmortem

  1. #11
    Quote Originally Posted by Akira13 View Post
    This is part of why it's so embarrassing to see people using glBegin/glEnd in current projects. You are using early 90s rendering techniques, people!
    The fact that these techniques are from early 90's doesn't mean that they shouldn't be used. Does it?
    BTW how many early 90's techniques that originate from early Pascal dialects are you still using today?

    Any way have you ever asked yourself why do people nowadays still use glBegin/glEnd technique?
    Perhaps it is because most OpenGL tutorials for pascal teach this approach. In fact I don't remember ever seeing OpenGL tutorial for Pascal that doesn't use such approach. If you know for one please do share. And if not you are welcome to write one on your own. I will be glad to read it either way.

  2. #12
    PGD Staff / News Reporter phibermon's Avatar
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    Quote Originally Posted by SilverWarior View Post
    The fact that these techniques are from early 90's doesn't mean that they shouldn't be used. Does it?
    It's not a matter of 'technique' - it's not like they're language features or some timeless algorithmic process such as a quick sort.

    They are from a very old API that can't make full use of the graphics hardware that has existed for many years now.

    You absolutely should not be using immediate mode GL anymore (glbegin/glend etc) not only is it slow but there's no guarantee that hardware vendors will even continue to support it and if they do you can forget about using your hardware to anything like its potential.

    Immediate mode GL on any GPU of the past 10 years is like running DOS on brand new 8 core computer. Yes its possible but nobody in their right mind would seriously run it day to day let alone invest their time in long term programming projects for the DOS platform.

    If you're using GL 1.x or GL 2.x in an immediate style (or later revisions of GL in compatibility mode) to develop games then just be aware that you're shooting yourself in the foot.

    Knowing both the old and the new styles? the new style is easier anyway for anything but drawing the most primitive of shapes - it forces you to manage your data in an efficient and logical manner which will quickly become second nature.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  3. #13
    Quote Originally Posted by SilverWarior View Post
    In fact I don't remember ever seeing OpenGL tutorial for Pascal that doesn't use such approach.
    Very sad, this situation is.

    We should state whenever possible that even Quake 3 uses glBegin/glEnd either as a compatibility fallback option or to render single textured quads.
    This technique is *that* fresh

  4. #14
    Quote Originally Posted by phibermon View Post
    the new style is easier anyway for anything but drawing the most primitive of shapes.
    Doh!
    No signature provided yet.

  5. #15
    Don't forget that the old style API is capped very hard at about 20k vertices, which is infinitesimal in today videocards terms. Go over that and performance drops like a stone.

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