triapi is nothing more than an opengl/d3d wrapper, all the calls you make
just get sent to the renderer.

Its not triapi which is slowing down, its you trying to draw too many
sprites.


----- Original Message -----
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 7:45 PM
Subject: Re: [hlcoders] Re: triApi speed problems


> Rainmaker's system = 700mhz, ge3, 384 ram
> Tal-N's system = 1.1Ghz, Gf2, 512Mb
> Bitmap's system = 400MHz, Gf2, 128Mb.
>
> Slow down occours worse on my system although the drop is to the same
point
> as Bimtap's machine. Two different machines hitting the exact same low
fps,
> very odd. I'd say that Ken Birdwell might be able to give some details on
> the TriAPI since he was one of the people who designed it.
>
>
>
>
> ----- Original Message -----
> From: Frazee <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, May 12, 2002 6:32 PM
> Subject: [hlcoders] Re: triApi speed problems
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Ok, I did try the triangles (triangles, not triangle fan or the like)
> > and it did have quite an increase on my system (700mhz, ge3, 384 ram),
> > so that it never ever drops below 30 no matter what I do. It is probably
> > my gfx card. I am sure it isn't my client<->server messaging, it is
> > pretty efficient (though I probably will want to avoid that later if it
> > is possible to do like client side weapons, which I am sure it is). I
> > checked all of the looping, to make sure it wasn't doing anything
> > unnecessary. As far as I can see, it is efficient. At any rate, since my
> > slower system with a ge3 runs it faster, it makes me think it is the tri
> > api rather than my code. So you valve peeps. got any hints on how to
> > squeeze more juice outa this thing?
> > --
> >
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> >
>
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