On Jun 15, 2008, at 8:27 AM, Peter Clifton wrote:
>
> Thanks for looking,  I'm not sure exactly what is required. It will
> basically be the libraries needed for the GTK version (GTK, GLib  
> etc..),
> plus GtkGlExt, libGL, libGLU.

Well, as I have time, I'll keep working on getting the dependencies  
ready to give it a shot on Solaris.  None of the linux machines I own  
have any realistic 3D hardware at the moment.  There is an Atom board  
with 945 graphics that catches my eye though.

> I've still got that, I'm not sure how much overhead is associated with
> gluNewQuadric(), my profiling showed hotspots in actually flushing
> commands in the GPU ring-buffer.

As I understand it, your quad takes one buffer flush, while each disk  
also takes a flush, so three flushes per call to that ghid function.   
If you combine the single quad and the disks as part of a triangle or  
quad strip, you would reduce your flushing by a two thirds.

> I'm not sure, but what does it take the Z-coordinate to be if we don't
> specify it? (Does it stay at the last Z vertex value, 0)?

The z value is 0.  As I said though, this could end up making no real  
difference, but I still think it would be cleaner.
>
>> They mention vertex buffer objects,
>> that I think that may not be the most backwards compatible, but I
>> don't know how far back you want to support.  Personally, I like to
>> keep 1.2 supported as much as I can.  I'd hold out for 1.0, but
>> working with textures in 1.0 is too painful.
>
> Is that the same as vertex lists? That might help if we can stamp out
> the same triangles again and again for doing vias and pads etc., but
> we'll have to add some some caching mechanism.

vertex buffer objects are related to vertex lists, but with some  
additional abilities.  They are newer than I'm used to working with.

Once you fix up a few easy things, geometry caching is probably where  
you will have to look for additional performance.


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