[Haskell] GLUT gears speed
Wolfgang Jeltsch
wolfgang at jeltsch.net
Mon Jan 16 15:52:45 EST 2006
Am Montag, 16. Januar 2006 15:16 schrieb Sebastian Sylvan:
> [...]
Hello Sebastian,
thank you for your answer.
> As long as you don't do it naively there should be no problems. I.e.
> do not draw the terrain using the vertex-calls, but rather use
> vertex-arrays,
Hmm, this will make it rather complex for my students since they have not much
experience with Haskell programming. In addition, where can I find
documentation about Graphics.Rendering.OpenGL.GL.VertexArrays?
> or (better) vertex buffer objects.
What's this?
> Furthermore you should do some hierarchical culling on the terrain (using,
> e.g. a quad-tree) to avoid drawing things which are not visible.
Too complicated for the practical course. Doesn't OpenGL already do something
like this?
> Also, some sort of level-of-detail-scheme is probably a good idea (blocks of
> terrain far away have lower level of detail).
Maybe also too complicated or too extensive for the practical course.
> To summarize: Drawing vast terrains quickly has much more to do with
> algorithmic cleverness rather than miniscule overheads from library
> bindings.
I did not refer to the overheads of the binding but to "the slowness of
Haskell" (compared to C, of course ;-) ).
> You may want to find a good terrain-rendering library rather than
> implementing it yourself.
Is there one for Haskell?
> /S
/W
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