I'm working for the first time on a 3D project (actually, I'm programming a Bullet Physics integration in a Quartz Composer plug-in), and as I try to optimize my rendering method, I began to use glDrawElements instead of the direct access to vertices by glVertex3d...
I'm very surprised by the result. I didn't check if it is actually quicker, but I tried on this very simple scene below. And, from my point of view, the rendering is really better in immediate mode.
The "draw elements" method keep showing the edges of the triangles and a very ugly shadow on the cube.
I would really appreciate some information on this difference, and may be a way to keep quality with glDrawElements. I'm aware that it could really be a mistake of mines...
Immediate mode
DrawElements
The vertices, indices and normals are computed the same way in the two method. Here are the 2 codes.
Immediate mode
glBegin (GL_TRIANGLES);
int si=36;
for (int i=0;i<si;i+=3)
{
const btVector3& v1 = verticesArray[indicesArray[i]];;
const btVector3& v2 = verticesArray[indicesArray[i+1]];
const btVector3& v3 = verticesArray[indicesArray[i+2]];
btVector3 normal = (v1-v3).cross(v1-v2);
normal.normalize ();
glNormal3f(-normal.getX(),-normal.getY(),-normal.getZ());
glVertex3f (v1.x(), v1.y(), v1.z());
glVertex3f (v2.x(), v2.y(), v2.z());
glVertex3f (v3.x(), v3.y(), v3.z());
}
glEnd();
glDrawElements
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, sizeof(btVector3), &(normalsArray[0].getX()));
glVertexPointer(3, GL_FLOAT, sizeof(btVector3), &(verticesArray[0].getX()));
glDrawElements(GL_TRIANGLES, indicesCount, GL_UNSIGNED_BYTE, indicesArray);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Thank you.
EDIT
Here is the code for the vertices / indices / normals
GLubyte indicesArray[] = {
0,1,2,
3,2,1,
4,0,6,
6,0,2,
5,1,4,
4,1,0,
7,3,1,
7,1,5,
5,4,7,
7,4,6,
7,2,3,
7,6,2 };
btVector3 verticesArray[] = {
btVector3(halfExtent[0], halfExtent[1], halfExtent[2]),
btVector3(-halfExtent[0], halfExtent[1], halfExtent[2]),
btVector3(halfExtent[0], -halfExtent[1], halfExtent[2]),
btVector3(-halfExtent[0], -halfExtent[1], halfExtent[2]),
btVector3(halfExtent[0], halfExtent[1], -halfExtent[2]),
btVector3(-halfExtent[0], halfExtent[1], -halfExtent[2]),
btVector3(halfExtent[0], -halfExtent[1], -halfExtent[2]),
btVector3(-halfExtent[0], -halfExtent[1], -halfExtent[2])
};
indicesCount = sizeof(indicesArray);
verticesCount = sizeof(verticesArray);
btVector3 normalsArray[verticesCount];
int j = 0;
for (int i = 0; i < verticesCount * 3; i += 3)
{
const btVector3& v1 = verticesArray[indicesArray[i]];;
const btVector3& v2 = verticesArray[indicesArray[i+1]];
const btVector3& v3 = verticesArray[indicesArray[i+2]];
btVector3 normal = (v1-v3).cross(v1-v2);
normal.normalize ();
normalsArray[j] = btVector3(-normal.getX(), -normal.getY(), -normal.getZ());
j++;
}