ArrayElements emulation wrapper

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leileilol
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Joined: Fri Oct 15, 2004 3:23 am

ArrayElements emulation wrapper

Post by leileilol »

Could this be done?
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mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: ArrayElements emulation wrapper

Post by mh »

As in a wrapper for vertex arrays? Sure, Quake 3 has a simple enough one. The only real difficulty is when you get glDrawElements (GL_TRIANGLES, ... being used to concatenate multiple polygons (which is what most modern titles do) as you would end up with (numverts - 2) * 3 verts per polygon; if you're vertex-bound (which you're probably not) that would make things significantly worse. (Q3A does runtime strip finding in that case, which seems a mite hairy to me, although it obviously worked well enough back then.)

I don't see why you'd want to though as vertex arrays are standard since OpenGL 1.1 and will always work faster than immediate mode.
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: ArrayElements emulation wrapper

Post by leileilol »

Some MiniGLs don't.....
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mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: ArrayElements emulation wrapper

Post by mh »

Should be only the original Voodoo 1 (and the mini GLs from 97 onwards should support them as Q2 used vertex arrays). Seems a lot of work for hardware that nobody really has any more.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: ArrayElements emulation wrapper

Post by leileilol »

SGL MiniGL 1.0.x.x do not support it, and Rendition VeriteGL doesn't support it I think either


I did attempt to make one, but unfortunately all I ran into is opengl cheats like wallhacks/depthhacks which are irrelevant to my quest.
i should not be here
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