OpenGL: Sphere slowing down framerate

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I have a class that makes a sphere based on the passed in stack count, sector count and radius. The issue is, whenever I draw the sphere, my frame-rate drops from 57-60 fps to 20 fps.

This is how I draw my sphere:

    def draw_edges(self):
        """Draws the sphere's edges"""
        glPushMatrix()
        glTranslate(self.position[0], self.position[1], self.position[2])
        glRotate(self.rotation[3],self.rotation[0],self.rotation[1],self.rotation[2])
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
        glBegin(GL_TRIANGLES)
        for edge in self.edges:
            for vertex in edge:
                glVertex3fv(self.vertices[vertex])
        glEnd()
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        glPopMatrix()

Does anyone know how I could speed that up?

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Try to get rid of the nested loops. See Vertex Specification for a modern way of drawing meshes by the use of a Vertex Buffer Object and Vertex Array Object.


Another (deprecated) possibility is to use fixed function attributes.

OpenGL 4.6 API Compatibility Profile Specification; 10.3.3 Specifying Arrays for Fixed-Function Attributes; page 402

The commands

void VertexPointer( int size, enum type, sizei stride, const void *pointer );
void NormalPointer( enum type, sizei stride, const void *pointer );
void ColorPointer( int size, enum type, sizei stride, const void *pointer );
[...]

specify the location and organization of arrays to store vertex coordinates, normals, colors, [...] An individual array is enabled or disabled by calling one of

void EnableClientState( enum array );
void DisableClientState( enum array );

with array set to VERTEX_ARRAY, NORMAL_ARRAY, COLOR_ARRAY, [...], for the vertex, normal, color, [...] array, respectively.


Create a list with the vertex attribute data in the constructor of the class:

def __init__(self):
    # [...]
   
    self.vertexArray = []
    for edge in self.edges:
        for vertex in edge:
            self.vertexArray.append(self.vertices[vertex])

Use the array to specify the vertices and to draw the mesh:

def draw_edges(self):
    """Draws the sphere's edges"""
    glPushMatrix()
    glTranslate(self.position[0], self.position[1], self.position[2])
    glRotate(self.rotation[3],self.rotation[0],self.rotation[1],self.rotation[2])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    
    glEnableClientState(GL_VERTEX_ARRAY)
    glVertexPointer(3, GL_FLOAT, 0, self.vertexArray)
    glDrawArrays(GL_TRIANGLES, 0, len(self.vertexArray))
    glDisableClientState(GL_VERTEX_ARRAY)
    
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    glPopMatrix()

This is the first (small) step to a modern solution with VBO and VAO.


A further performance improvement can be gained by the use of a Vertex Buffer Object:

def __init__(self):
    # [...]

    self.vertexArray = []
    for edge in self.edges:
        for vertex in edge:
            self.vertexArray += self.verticies[vertex] # <--- flat list

    array = (GLfloat * len(self.vertexArray))(*self.vertexArray)
    self.vbo = glGenBuffers(1)        
    glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
    glBufferData(GL_ARRAY_BUFFER, array, GL_STATIC_DRAW)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
def draw_edges(self):
    # [...]

    glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
    glVertexPointer(3, GL_FLOAT, 0, None)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    
    glEnableClientState(GL_VERTEX_ARRAY)
    glDrawArrays(GL_TRIANGLES, 0, len(self.vertexArray) // 3)
    glDisableClientState(GL_VERTEX_ARRAY)

    # [...]