Is it bad practice for me to have the video driver draw 4000 3D Lines every iteration of rendering in a big for-loop? Is that actually as computationally expensive as it sounds?
If so, is there a better way? These lines never change position. They are always in the same spot (it's just a big grid). It seems like I could save a lot of cycles by not having to specify the same static position every iteration.
Performance cost of drawing 3DLines
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Dark_Kilauea
- Posts: 368
- Joined: Tue Aug 21, 2007 1:43 am
- Location: The Middle of Nowhere
The grid node works great!
It'd be even better if it used drawVertexPrimitiveList, as hybrid suggested, but it runs good enough already.
The lines farther away clump up a lot and it's just a big gray blob, so a nice option to have would be to have the lines farther spread out as they get farther from the camera.
But it's sufficient already. Thanks.
It'd be even better if it used drawVertexPrimitiveList, as hybrid suggested, but it runs good enough already.
The lines farther away clump up a lot and it's just a big gray blob, so a nice option to have would be to have the lines farther spread out as they get farther from the camera.
But it's sufficient already. Thanks.