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Re: [cgal-discuss] Any method to accelerate displaying and calculation


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  • From: Jeffrey Bush <>
  • To: "" <>
  • Subject: Re: [cgal-discuss] Any method to accelerate displaying and calculation
  • Date: Thu, 24 Jul 2014 11:41:42 -0700

I use glGenBuffers / glBindBuffer / glBufferData to buffer the polyhedron data to the graphics card once and then each frame redraw it with glBindBuffer / glEnableVertexAttribArray / glVertexAttribPointer / glDrawElements. This means all the point data is once transferred once to the graphics card instead of during each frame (transferring data to the graphics card is slow). I have been testing with 150,000 vertex meshes in debug mode at full refresh rates (I have it set to cap at my display refresh rate). This is the general method used by most game engines to draw billions of triangles per frame. One downside is that if you have a bug the call to these GL functions debugging can be difficult (at least with Visual Studio on Windows I get no stack traces at all when things go wrong in the GL functions).

Jeff




On Thu, Jul 24, 2014 at 12:10 AM, sean <> wrote:
Nope. I re-compiled in release mode, and it seems much better now. I regret I
should have forgotten that.
By the way,  what else do you suggest that I can try to promote the
performance of calculation with CGAL further more? Because I have to use
debug mode to find errors in my program.
Thank you very much!



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