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Question by Gulliver · Dec 30, 2012 at 01:08 PM · rendererlinerendererlines

Rendering large amount of lines

Hi. I need to render complex wireframe created from lines over the model. Actually I'm in porting OpenGL app where I render lines via glDrawPrimitive ( GL_LINES,...) How can I do this in Unity ? GL.Begin(GL.Lines)..GL.Vertex()..GL.End() is not a option -- model too complex.

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Answer by robertbu · Jan 12, 2013 at 06:18 AM

I have an app I'm working on that needs a lot of lines. I purchased the Vetrosity package from the Asset store. I ran a test a couple of days ago with 9000 line in 3D space, each with assigned a random color. On an iPad 3, it was running at 28 - 30 FPS while rotating, so I likely can do many times that number before performance is a problem. I'm not sure what your "large amount is" or what hardware you are targeting.

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Answer by Wolfram · Jan 13, 2013 at 02:19 AM

Assuming you mean glDrawElements - there is no such thing as glDrawPrimitive.

Why is GL.Begin(GL.LINES) not an option? glDrawElements is just a convenience function that in the end does exactly the same.

For example instead of this:

 Vector3[] myVertices;
 int[] myIndices;
 ...
 glDrawElements(...., myIndices);

, you should be able to do something like this:

 Vector3[] myVertices;
 int[] myIndices;
 ...
 GL.Begin(GL.LINES);
 for(int i=0;i<myIndices.Length;i++)
     GL.Vertex(myVertices[myIndices[i]]);
 GL.End();
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