OpenGL L-System Rendering

Hey guys, I got my main L-system and I decided to try and optimize the rendering of the application. The previous one I was looped over the entire line of the L-System with the switch housing and the picture ... better show what I'm doing.

for(unsigned int stringLoop = 0; stringLoop < _buildString.length(); stringLoop++)
{

        switch(_buildString.at(stringLoop))
        {
        case'X':
            //Do Nothing
            //X is there just to facilitate the Curve of the plant
            break;
        case'F':

            _prevState = _currState;
            _currState.position += _currState.direction * stdBranchLength; 
            //Set the previous state to the current state
            _graphics.SetColour3f(0.0f, 1.0f, 0.0f);

            _graphics.Begin(OGLFlags::LINE_STRIP);
                _graphics.Vertex3f(_prevState.position.X(), _prevState.position.Y(), _prevState.position.Z());
                _graphics.Vertex3f(_currState.position.X(), _currState.position.Y(), _currState.position.Z());
            _graphics.End();

            break;
        case'[':
            _prevStack.push(_currState);
            break;
        case']':
            _prevState = _currState;
            _currState = _prevStack.top();
            _prevStack.pop();               
            break;
        case'-':

            _currState.direction = _currState.direction.RotatedAboutZ(-(ROTATION) * Math::DegreesToRadians);

            break;
        case'+':
            _currState.direction = _currState.direction.RotatedAboutZ(ROTATION * Math::DegreesToRadians);

            break;
        };

}

I deleted all this because I literally resolved the tree to each individual frame, I changed this loop so that it retains all the vertices in the std vector.

    for(unsigned int stringLoop = 0; stringLoop < _buildString.length(); stringLoop++)
{

        switch(_buildString.at(stringLoop))
        {
        case'X':
            break;
        case'F':

            //_prevState = _currState;
            _currState.position += _currState.direction * stdBranchLength;
            _vertexVector.push_back(_currState.position);

            break;
        case'[':
            _prevStack.push(_currState);
            break;
        case']':
            _currState = _prevStack.top();
            _prevStack.pop();               
            break;
        case'-':            
            _currState.direction = _currState.direction.RotatedAboutZ(-(ROTATION) * Math::DegreesToRadians);
            break;
        case'+':
            _currState.direction = _currState.direction.RotatedAboutZ(ROTATION * Math::DegreesToRadians);
            break;
        };
}

Now I have changed my rendering cycle, so I just read directly from the vector array.

    DesignPatterns::Facades::OpenGLFacade _graphics = DesignPatterns::Facades::openGLFacade::Instance();

_graphics.Begin(OGLFlags::LINE_STRIP);
    for(unsigned int i = 0; i < _vertexVector.size(); i++)
    {
        _graphics.Vertex3f(_vertexVector.at(i).X(), _vertexVector.at(i).Y(), _vertexVector.at(i).Z());
    }
_graphics.End();

, , Line Stip, . - , , - , , - , push pops, ( , - , ). , , ? , , . .

alt text http://img197.imageshack.us/img197/8030/bettera.jpg alt text http://img23.imageshack.us/img23/3924/buggyrender.jpg alt text http://img8.imageshack.us/img8/627/dragoncurve.jpg

+3
1

, LINE_STRIP.

"F" (, ).

_vertexVector.push_back(_prevState.position);
_vertexVector.push_back(_currState.position);

, LINE_LIST.

+3

Source: https://habr.com/ru/post/1710959/


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