> On May 29, 2017, at 12:58 PM, Anthony Walter <sys...@gmail.com> wrote: > > I'm curious, what's the problem with fpc and loops? Also, from my OpenGL > experience the limiting factor in speed (frames per second) is usually the > pixel complexity and not whatever method is used to feed vertex data or > shader uniforms. >
It’s buried now but look at the “FPC Graphics options” thread from a few days ago and spanning back weeks I think. After all that I still failed to get a clear answer I could understand well but some poor loop optimization and floating point division was causing a ray caster example written in Java to get low single digit frame rates where the same code ran 40+fps in Java and C. There seems to be some changes in FPC 3.1.1 but I’m not sure what changed. Some one else may correct what I said but feel free to take a loop. Bottom line for me is I’m nervous about loops in highly optimized low level code now but that may be unfounded. Regards, Ryan Joseph _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal