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
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
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
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
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
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
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
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
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
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
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
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