Issues using GL Vertex Buffers
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 Hello, I was not happy with the performance using BaseDraw::LineStripBegin() / BaseDraw::LineStrip() / BaseDraw::LineStripEnd() to draw thousands of strands on the viewport, so I tried using GlProgramFactoryandGlVertexBufferfrom gl.h, exemplified on the sdk source gl_test_object.cpp. The performance improved was amazing, viewport fps raised up to 3 times.But those functions are marked as undocumented, and I hope that's very different from the private, that shall never be commented, because some issues arised that I'm unable to solve. First, bd->SetDrawParam( DRAW_PARAMETER_LINEWIDTH, 2 );does not work when drawing withDrawSubBuffer().
 DRAW_PARAMETER_LINEWIDTHis marked in the docs as(OpenGL only), but actually looks like is the inverse.
 How can I set like width forDrawSubBuffer()?
 What OpenGL doesDRAW_PARAMETER_LINEWIDTHrefers to?And some lines seem broken, with gaps in between, usually on concave surfaces. Looks like some depth precision problem. 
 How to control depth read/write using those functions?
  
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 Hello, again it's me who has provide the unsatisfactory answer. We currently have nothing more to contribute to this topic besides the examples you have already found. I am terribly sorry. Cheers, 
 Andreas
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 This post is deleted!
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 Just found my problem, nothing to do with the drawing API... bd->SetDrawParam( DRAW_PARAMETER_SETZ, DRAW_Z_ALWAYS );It was setting the depth fragment on all the strands, occluding itself sometimes! 
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 Hi Roger, I'm glad you were able to identify the issue and made some progress. And thanks for taking the time to share your findings with the forum. Much appreciated! Cheers, 
 Andreas
 

