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Re: [cgal-discuss] On rendering of Polyhedron in CGAL 3.3


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  • From: Joachim Reichel <>
  • To:
  • Subject: Re: [cgal-discuss] On rendering of Polyhedron in CGAL 3.3
  • Date: Sun, 26 Sep 2010 12:36:42 +0200

Hi,

> I've found a problem when rendering Polyhedron in opengl environment:
> When the number of vertices of the mesh rendered is big, then it'll be very

what is "big"? 10000? 100000? 1 million?

> slow when manipulating it (translate, rotation or scale) in the window,
> wheras i've found that the manipulation in other software(eg. meshlab) for
> the same mesh is much faster.
> Has anyone else found the same problem?
> I attached my code of rendering as follows, could anyone give me some
> suggestions on speeding it up pls?
>
> void render(Polyhedron * pmesh)
> {
> for ( Facet_iterator i = pmesh->facets_begin(); i != pmesh->facets_end();
> i++)
> {
> glBegin(GL_POLYGON);
> Halfedge_around_facet_circulator j = i->facet_begin();
> do
> {
> glNormal3f(j->vertex()->normal().x(),
> j->vertex()->normal().y(),
> j->vertex()->normal().z());
>
> glVertex3f(j->vertex()->point().x(),
> j->vertex()->point().y(),
> j->vertex()->point().z());
> } while(++j != i->facet_begin());
> glEnd();
> }
> }

it might help if you bind repeated expressions like j->vertex()->normal() to a
const reference.

But I guess you get the most benefit by using OpenGL display lists and/or
vertex arrays. See http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=12
and http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=45 for examples.

Joachim




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