Dirk Reiners wrote:
Hi Marcus,
On Mon, 2006-02-13 at 15:11 +0100, Marcus Lindblom wrote:
(I thought I had posted about this a few months back, but I can't
remember getting a reply nor could find the post now that I searched for
it. )
I don't remember sending one.
Then it probably was only written in my mind... :)
I have compiled my own version of the OpenSG libs with that call
commented out, but I just wanted to bring this to attention in case
there are others with similar problems.
Have you seen any improvements? How much difference did it make?
~72 fps with nonmodified OpenSG 1.6 opt-dlls and about ~100 fps with
mine. No vsync with either.
I also had made a few compiler-switch changes to the dlls (release
versions), this may affect things as well.
- Link to release-versions of the c++-runtime-dlls, not debug.
- Disable buffer security checks .
- Optimize for P4.
- Set inline-expansion to all-suitable.
- Generate debug info files (.pdb) (was only done for debug, having it
in release gives useful call stacks)
However, the VTune call-graph showed that glFinish occupied quite a lot
of time, so I figured I'd best get rid of it.
The flexibility of OpenSG (any number of Viewports, any number of
Windows, all with separate Statistics, and maybe with shared
RenderActions) makes the usual approach of collecting multiple frames
and dividing infeasible.
Fully understandable. :) However, if one is not collecting statistics,
then it is not necessary, or?
/Marcus
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