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 much more textures > into our texture atlases by making them larger. Then we need to switch > between them less often. They are currently fixed at 512x512. > Unfortunately, just increasing the > > #define PAGE_WIDTH 512 > #define PAGE_HEIGHT 512 > > defines in src/textures.c won't do ;-). I suspect this value is > hard-coded or assumed in several places in the code. It is. Especially the terrain renderer needs to be adjusted, since it assumes a specific number of tiles to be in a texture page. --Dennis
I think the tile texture is not power of 2 1152(9*128) x 1280(8*128),stores 9*8 72 tiles textures...it cannot be fitted into a 1024x1024 texture object,and a 2048x2048 will be a waste of space... btw the performance is really bad,4000 drawarrays 10 points per polygon max(wz limits points per shape to 512 points and points per polygon to 10points) 1. so the worst case(all polygons have 10 vertices): 4000 * 10 vertices = 13333 textured disjointed triangle,I think a tnt(I dont have one anymore though,i just hope I still have some original wz era hardwares to diagnose the performance problems =)) can handle 1M textured disjointed triangle(8M untextured triangelstrip peak) per second pretty easily,1M/13333 = 70fps or so...but actually wz runs at 1-5fps with that card i think.... 2.fillrate sux too,increasing resolution will dramatically reduce your performance(you can test with framerate cap set to very high if you have to good card that always max out the current 60 fps cap with any resolution) 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 by pumpkin didnt use triangle face(which is used in almost all rts games) when creating models...
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