In opengl (lwjgl for java), using glu.Sphere.Sphere() can make it very easy to generate a sphere but after some tens of spheres with 32x32 resolution, it becomes very slow. Now Im thinking of using buffers to send vertices+colors+normals+indices only once and change them using opencl.
Question: If I take origin as (0,0,0) as center of sphere, can I choose a normal just equal to its vertex?
Example: North pole of sphere is the vertex=(0,1,0) so can its surface-normal be (0,1,0) again? Can we do same thing for all vertices? What about element array order if we can make it optimized? Guessing a triangle vertex can be used by many neighbour triangles. Im a begineer so I need some pointer to useage of efficient drawElementArray function and index array generation.
Note: Im keeping my cpu at 1400MHz so it cant handle much computing on host side and opengl does not accept multi-threaded drawing of spheres.
Following Valentin's suggestion, I opened inside of glu and found this to be drawing element by element. Will use this for buffer generation.
if (this.drawStyle == 100010)
{
GL11.glBegin(0);
if (normals)
GL11.glNormal3f(0.0F, 0.0F, nsign);
GL11.glVertex3f(0.0F, 0.0F, radius);
if (normals)
GL11.glNormal3f(0.0F, 0.0F, -nsign);
GL11.glVertex3f(0.0F, 0.0F, -radius);
for (int i = 1; i < stacks - 1; i++) {
float rho = i * drho;
for (int j = 0; j < slices; j++) {
float theta = j * dtheta;
float x = cos(theta) * sin(rho);
float y = sin(theta) * sin(rho);
float z = cos(rho);
if (normals)
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
GL11.glVertex3f(x * radius, y * radius, z * radius);
}
}
GL11.glEnd();