Optimizazion.The fact is that for every vertex we were accessing to a QList 3 times.Now we've modified it,and instead of Qlist we use a Vector3D* array that saves the position of the vertices and so we can use the GL method glVertex3fv((GLfloat*)array[numface].posvertex); So,given the pointer to the face,its much faster than before (4 to 10 fps on the same scene).
void GLWidget::ourRender(Scene *sc){
QHash<QString, SceneObject*>& hash=sc->getObj();
aiMatrix4x4 m;
for (QHash<QString,SceneObject*>::ConstIterator i = hash.begin();i!=hash.end();++i) {
aiTransposeMatrix4(&m);
glPushMatrix();
Mesh* p = dynamic_cast<Mesh*>(i.value());
glMultMatrixf((float*) &m);
if(p){
QList<Face>& faccie=p->getFaces();
int numerofacce=faccie.count();
for (int t = 0; t < numerofacce; ++t) {
Face& f = faccie[t];
GLenum face_mode;
Vector3D* lista=f.arrayVertici;
switch(f.getVerticesArray().count()) {
case 1:
face_mode = GL_POINTS;
glBegin(face_mode);
glVertex3fv((GLfloat*)lista[0].pos);
break;
case 2:
face_mode = GL_LINES;
glBegin(face_mode);
glVertex3fv((GLfloat*)lista[0].pos);
glVertex3fv((GLfloat*)lista[1].pos);
break;
case 3:
face_mode = GL_TRIANGLES;
glBegin(face_mode);
glVertex3fv(&lista[0].pos[0]);
glVertex3fv(&lista[1].pos[0]);
glVertex3fv(&lista[2].pos[0]);
break;
default: face_mode = GL_POLYGON; break;
}
glEnd();
}
}
glPopMatrix();
counter++;
}
glPopMatrix();
}
Where Vector3D is initialized like this:
Vector3D::Vector3D(double x, double y, double z) {
setX(x);
setY(y);
setZ(z);
pos[0]=x; //vertex1
pos[1]=y; //vertex2
pos[2]=z; //vertex3
}
PS:Grimmy suggests me to use DisplayLists (discovered right now).Tomorrow I will try them.