Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: For those who want to dig into this - most clipping and backface code was removed in Berlios commit 176, and some in 207. Rev:176 - Go to most recent revision Author: rodzilla Last modification: Rev 176 - 2005-07-02 09:02:42 +020

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
For those who want to dig into this - most clipping and backface code was removed in Berlios commit 176, and some in 207. Rev:176 - Go to most recent revision Author: rodzilla Last modification: Rev 176 - 2005-07-02 09:02:42 +0200 (Sat, 02 Jul 2005) Log message:OpenGL renderer: - fix

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Christian Ohm
On Thursday, 22 February 2007 at 12:00, Per Inge Mathisen wrote: > On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote: > >seems the terrain draw calls a special sets of functions (fastDrawTriangle > >and fastClippedTriangle) to optimize the performance of terrain > >drawing,though all of those se

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote: > seems the terrain draw calls a special sets of functions (fastDrawTriangle > and fastClippedTriangle) to optimize the performance of terrain > drawing,though all of those seemed to be

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed to be dropped into d3d/glide port to opengl... Interesting. I no lo

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote: > 3.another odd issue that kills the performance is that you cannot add all > polygons of a shape to a triangle list and draw the list instead of drawing > the polygons separately,becau

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote: 3.another odd issue that kills the performance is that you cannot add all polygons of a shape to a triangle list and draw the list instead of drawing the polygons separately,because the shape will be very facked up if you do so,maybe the pie's

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > On 2/21/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > 4.frequent texture binds > > ... > > > Any hints/ideas/comments? :) > > This would seem the easiest to improve. We can cram

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread Dennis Schridde
Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > On 2/21/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > 4.frequent texture binds > > ... > > > Any hints/ideas/comments? :) > > This would seem the easiest to improve. We can cram much more textures > into our texture atlases by making th

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread Per Inge Mathisen
On 2/21/07, The Watermelon <[EMAIL PROTECTED]> wrote: 4.frequent texture binds ... Any hints/ideas/comments? :) This would seem the easiest to improve. We can cram much more textures into our texture atlases by making them larger. Then we need to switch between them less often. They are curre

[Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread The Watermelon
I am unable to make a comparison with old immediate mode,because I think devurandom's old gdebugger test with immediate mode didnt have a % and number of calls per frame info attached... just to list major hoggers:(scene:default view position in map rush with 'advanced base') without shadows: glD