--- "H. Verbeet" <[EMAIL PROTECTED]> wrote: > > One other Question: How slow is DrawStridedSlow? WineD3D uses it because of > > the diffuse ans specular colors. Currently I get only one useable vertex > > into > > DrawIndexedPrimitiveVB from ProcessVertices, the other 5 to draw have their > > values zeroed. Without drawing anything I get 70 fps(screen refresh rate, > > expected), with the 6 Vertices I get 1.5 fps. Is this normal for > > DrawStridedSlow()? Might this be because of drawing 2 triangles with useless > > vertices? Or might something else be wrong?
There will be an even bigger difference when vertex buffer objects are used. > On the subject of drawStridedSlow / color fixups, something I was > wondering about is how feasible it would be to use vertex shaders to > fix the colors. I guess it would require reimplementing pretty much > the entire fixed function pipeline as shaders. That was my plan, the shader needs to performs all the vertex transforms as well as the colour fixups. I aleady got some software fixup code for people without shaders I also don't know what > the impact would be on performance, but I seem to remember reading > somewhere that modern gfx cards don't have a real fixed function > pipeline anymore and that the drivers use the programmable pipeline to > implement much of that functionality anyway. I've got no idea how > reliable that claim is though. > The impact shouldn't be too high, and once the shaders been written it can be cached, TG seem to be getting reasonable performance from softare using JIT complication of shaders. ___________________________________________________________ Does your mail provider give you FREE antivirus protection? Get Yahoo! Mail http://uk.mail.yahoo.com