[jitter] drawraw in jit.gl.lua
Alexandre Quessy
alexandre at quessy.net
Fri Jul 13 16:03:59 MDT 2007
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Hi all,
Drawing multiple gridshapes without the drawraw seems pretty slow, since it resets the openGL stack everytime it draws one. (as in position, color, rotation, etc.) Regarding this, I can say that a program closer to a scene graph (such as Gem, which I am used to) is easier on the CPU/GPU bus since it doesn't reset the OpenGL stack so open, and it is also easier to position and rotate elements relatively to each other.
Anyways : now I want to drawraw some shapes using Lua. Here is a piece of code. There is the "BindTexture" that doesn't work (expects an integer, id of a texture ??) and some other stuff. Anyone has suggestions on how I could improve this and make it work ? With that, I will be able to create a little Lua library for creating gridshapes and such. Thanks a lot for any input.
test = {}
test.videoplane = jit.new("jit.gl.videoplane", "output")
test.videoplane.automatic=0
test.texture_number = 1 -- how can i get the texture number ?
function draw()
gl.Enable("BLEND")
gl.BlendFunc(6,1)
gl.Disable("DEPTH_TEST")
gl.Color(1,1,1,0.3)
gl.Scale(0.1,0.1,1)
gl.BindTexture("TEXTURE_2D", test.texture_number)
for i=1,100 do
gl.PushMatrix()
gl.Translate(i/150.0,0,0)
gl.Rotate(i,0,0,1)
test.videoplane:drawraw()
gl.PopMatrix()
end
end
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