I understand what you are saying about the perpendicular surface
optimization but to me it seems more a progressive behaviour related
to the angle.
Actually I was mistakenly using 32 bit textures but I changed them to
16 bit ones and the numbers remain the same.
The square is large as the
Thank you for the reply and the suggestion.
It seems to me that changing the mag/min filter to nearest was a test
I've already done in the past together with other combination of
options but I retested it anyway and there is a slight improvement
that is the fps at 90° pass from 8 to 11 for the 1
For a perpendicular surface optimization, it's not about how much
rotation but if there is _any_ rotation. It's like this - perfectly
aligned = optimized. Anything other than perfectly aligned =
additional processing. So that would make sense as to why you're
seeing a high framerate with an
The MSM7200 contains many optimizations to make certain types of
filling fast. I never run full screen, 512 textures with linear min
and mag on like you have in your code. Try it with nearest neighbor
on both and see how it goes.
On Mar 1, 3:10 am, Michele Scorcia michele.scor...@gmail.com
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