I have been teaching myself OpenGL programming using the Python wrapper PyOpenGL, and am now working on my first project with it. This project is a music visualizer (not dissimilar to whitecap) using many independently moving and independently colored cubes.
My current method is to have a display list for one cube and call it repeatedly changing color and location with glColor and glTranslatef like so (pseudocode):
glPushMatrix()
glPushMatrix() #Why do I need to call this twice?
for x in xrange(...):
for z in xrange(...):
y = height[x,z] #numpy array
glTranslatef(x,y,z)
glColor((r,g,b))
glCallList(cube)
glTranslatef(-x,-y,-z)
glPopMatrix()
glPopMatrix()
In this manner I can render about 10,000 cubes before I start to notice the framerate, this is OK but I would like it to be faster so my program is portable to less able computers, so my question is:
What would be the most efficient way to render many identical but independent objects, and will I get much better performance than I am now using display lists? Should I be using C or learning vertex buffering?
Note: I found disabling the error checking gave a sizable performance boost.
It is like the common sense was wrong. You manually restore the transformation (glTranslatef(-x,-y,-z)
) after drawing the cube
, this way glPopMatrix
is not only called twice for no reason, but it is also useless because you did all the work for it.
Correct code would like like so:
for x in xrange(...):
for z in xrange(...):
y = height[x,z] #numpy array
glPushMatrix() #Remember the matrix
glTranslatef(x,y,z) #change the matrix
glColor((r,g,b))
glCallList(cube)
glPopMatrix() #Restore tha matrix as it was before glTranslate changed it