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OpenGL Question

Name: Anonymous 2007-08-10 22:02 ID:ALtdXm+g

I'm trying to pre-process display lists (in OpenGL) and save to memory to help loading time as an exercise for when I develop for handhelds. How do I serialize the contents of a generated list?

Also, does anybody know a good DirectX/OpenGL wrapper?

Name: Anonymous 2007-08-10 22:16 ID:9zDsFoVI

SDL

Name: Anonymous 2007-08-10 22:17 ID:A1J7P1Gx

printf("computer, please serialize the contents of a generated list for me)"

exit(2 / (1 + 1 - 1 + 1 - 1 - 1));

Name: Anonymous 2007-08-10 23:01 ID:u3FegGdS

>>3
Compiler error.

Name: Anonymous 2007-08-10 23:09 ID:yU1iIKtj

This doesn't compute. I suspect your understanding of display lists is incorrect.

Maybe elaborate a bit on what you're doing with the display list, and how you think pre-processing them would help?

Name: Anonymous 2007-08-11 0:50 ID:Heaven

>>5
OP here. I was under the impression that display lists hold a sequence of primitive draw instructions, and that by pre-processing them before they're actually used, you could save quite a bit of computation time. For instance, if your draw procedure required many trig computations, you could sort of ``pre-compute'' all of the nasty calculations, then at runtime, ``call'' your display list.
Is my interpretation correct?
I'm also under the impression that it's possible to serialise the actual display list to persistant storage, so I can reload it at a later time. Is this possible?

Name: Anonymous 2007-08-11 0:51 ID:Heaven

>>6
By the way, I'm working on DS programming.

Name: Anonymous 2007-08-11 2:09 ID:NEK5LGpw

My official OpenGL programming guide says this:

Some graphics hardware may store display lists in dedicated memory or may store the data in an optimised form that is more compatible with the graphics hardware or software.

This implies that the data of display lists is in some implementation-dependent form. Since the OpenGL API is at its heart an interface, I don't think they'd let you do something that would so blatantly expose underlying details like that.

Name: Anonymous 2007-08-11 2:34 ID:Heaven

>>8
Ah, I see. Is there anyway to do what I want, then? Or is my only option to do the display list initialization every time my software begins?

Name: Anonymous 2007-08-11 2:53 ID:Xwjo2Niy

I've never heard of anything like this being done with display lists either. Certainly not with older versions of the OpenGL API was there anything like this.

However, times are a-changin'. With vertex and geometry shaders, I'd wouldn't be surprised if there was a way to extract all the transformed geometry in some manner. This, however, would probably be black magic.

Maybe take a look at glFeedbackBuffer and glBufferData with READ too.

Name: Anonymous 2007-08-11 4:32 ID:KszX3JWV

>>6
>>7
>>8
OP here, thanks for covering for my ignorance.  And good guess on developing for the DS.  ;)

>>10
Hmm, this sounds promising.  I'll research this further; thanks for giving me a good place to start!

Name: Anonymous 2007-08-11 14:11 ID:IRUNGaGg

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Name: Anonymous 2009-08-16 22:50

Lain.

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Name: Anonymous 2010-12-17 1:25

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