have you compared call lists?
you could have a flag in Tmesh.update(cache=false)
where true it would create a display list
the drawback of call list's is that you would have to create a new one any time you changed any surface property, you'd also need one for each frame of an animated mesh
I did some tests with the birdies flying demo when minib3d was in its early stages and got double the speed out of it, but I think that was mainly because of the canyon.b3d object.
It would be interesting to see how call lists fair against vbo's as potentially even more info is stored on the card.
I personally think that having to explicitly create a VBOMesh goes against the general tendency toward simplicity that minib3d exhibits and in addition call lists are going to be more compatible on older hardware
you could have a flag in Tmesh.update(cache=false)
where true it would create a display list
the drawback of call list's is that you would have to create a new one any time you changed any surface property, you'd also need one for each frame of an animated mesh
I did some tests with the birdies flying demo when minib3d was in its early stages and got double the speed out of it, but I think that was mainly because of the canyon.b3d object.
It would be interesting to see how call lists fair against vbo's as potentially even more info is stored on the card.
I personally think that having to explicitly create a VBOMesh goes against the general tendency toward simplicity that minib3d exhibits and in addition call lists are going to be more compatible on older hardware