[OT] Texturing an indexed triangle mesh in OpenGL
Andrew Bennetts
andrew-pythonlist at puzzling.org
Sun May 11 20:38:08 EDT 2003
On Sun, May 11, 2003 at 11:16:43PM +0000, TheDustbustr wrote:
> My renderer is written in python, and thats about all this has to do with this
> newsgroup, hence the [OT]
>
> This one has been bugging me forever, and nobody seems to know the answer (not
> even google!) Once I have created a triangle mesh, what is the best way to
> texture it (with potentially different textures for each triangle)? My current
> method, when used with a medium sized mesh (8000 triangles), yeilds me 40
> frames per second (I have a Geforce 4)- I should be getting about 200.
An obvious thing to try glancing at your code is eliminating common
subexpressions. You use "VertexArray[int(IndiceArray[ind_i])][1]"
repeatedly in your if tests. Perhaps try changing the body of your for-loop
to look like:
val = VertexArray[int(IndiceArray[ind_i])][1]
if (val <= 0) and (prevtexture > != "data/water-0.bmp"):
# ...
elif (val > 3) and (val <= 10) and prevtexture != "data/grass-0.bmp"):
# ...
# etc...
I think this makes it slightly more readable, too.
-Andrew.
More information about the Python-list
mailing list