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: glDrawArrays - GL_TRIANGLE_FAN 18.73% 3012 times glInterleavedArrays 18.73% 3012 times glPopMatrix 14.06% 2261 times glPushMatrix 14.06% 2261 times glAlphaFunc 5.97% 960 times glDisable - GL_ALPHA_TEST 5.97% 960 times glEnable - GL_ALPHA_TEST 5.97% 960 times glBindTexture - GL_TEXTURE_2D 3.72% 599 times glEnable - GL_TEXTURE_2D 3.72% 599 times glTranslatef 2.08% 355 times with shadows: glDrawArrays - GL_TRIANGLE_FAN 19.07% 4000 times glInterleavedArrays 14.36% 3012 times glPopMatrix 10.78% 2261 times glPushMatrix 10.78% 2261 times glVertexPointer 9.42% 1976 times glAlphaFunc 4.77% 1000 times glDisable - GL_ALPHA_TEST 4.77% 1000 times glEnable - GL_ALPHA_TEST 4.77% 1000 times glDrawArrays - GL_TRIANGLE_STRIP 4.71% 988 times glBindTexture - GL_TEXTURE_2D 2.86% 599 times glEnable - GL_TEXTURE_2D 2.86% 599 times glVertex2f 1.70% 335 times glTexCoord2f 1.60% 210 times glTranslatef 1.60% 355 times glRotatef 1.00% 210 times seems the major problems are: 1.too many glPop and glPushMatrix 2.overused alphaFunc state change 3.inefficient drawing measures(apparently drawArrays and interleavedarrays got called per polygon,prolly it was even worse with immediate mode(drawArrays + interleavedarrays = glBegin() + glEnd() + glColor4ub() + glTexCoord2f + glVertex3f * numVerts ) ) 4.frequent texture binds 5.some fillrate problems related to textures Any hints/ideas/comments? :)
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