Right now, visvis simply calls glDrawArrays on each draw. This passes a numpy
array to openGl quite efficiently, but it does mean a lot of interacion between
the CPU and OpenGl.
Although I dont expect it to be a performance bottleneck at this point (there
are worse things visvis does right now in that respect), it might be worth
looking at VBO's sometime to improve performance, especially for meshes with
many vertices.
Original issue reported on code.google.com by almar.klein@gmail.com on 27 Aug 2012 at 12:32
Original issue reported on code.google.com by
almar.klein@gmail.com
on 27 Aug 2012 at 12:32