<div dir="ltr"><div><div>Roberto,<br><br>If you want to run your own OpenGL code in the BGE, I recommend using PyOpenGL for it. BGL is outdated.<br><br></div>Regards,<br></div>Daniel Stokes<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Mar 26, 2015 at 8:07 AM, Roberto Casalegno <span dir="ltr"><<a href="mailto:roberto.casalegno@b2fh.org" target="_blank">roberto.casalegno@b2fh.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000066">
Thank you all for your replies, links and info.<span class=""><br>
<br>
<blockquote type="cite">how many points approximately should BGE
handle? What should be a point visual representation
(dot,cube,sphere)? Will these points be of a regular grid shape or
have random position?<br>
</blockquote></span>
I would manage something like millions of points, visualized as
dots. Positions will be in a 3D coordinate cube, because usually
they will represent particles in 3D space.<span class=""><br>
<br>
<blockquote type="cite">I wonder about using a geometry shader using
HG1s hack , and pass all the points in a single draw call?</blockquote></span>
I'll take a deeper look at it, at first sight wasn't so clear to me.<br>
<br>
<blockquote type="cite">Rendered as simple GL_POINTS</blockquote>
That seems a good idea, and also your "benchmark"(17M points) looks
promising. I've read that BGE support BGL v4, is it true?<br>
<br>
Best,<span class=""><br>
Roberto<br>
<br>
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NAM| Roberto Casalegno
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