whats the exact code you use to draw them?

----- Original Message -----
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, May 12, 2002 8:33 PM
Subject: Re: [hlcoders] Re: triApi speed problems


> 5 sprites? hardly pushing any gfx card very hard.
>
> ----- Original Message -----
> From: Tom <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, May 12, 2002 8:00 PM
> Subject: Re: [hlcoders] Re: triApi speed problems
>
>
> > triapi is nothing more than an opengl/d3d wrapper, all the calls you
make
> > just get sent to the renderer.
> >
> > Its not triapi which is slowing down, its you trying to draw too many
> > sprites.
> >
> >
> > ----- Original Message -----
> > From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Sunday, May 12, 2002 7:45 PM
> > Subject: Re: [hlcoders] Re: triApi speed problems
> >
> >
> > > Rainmaker's system = 700mhz, ge3, 384 ram
> > > Tal-N's system = 1.1Ghz, Gf2, 512Mb
> > > Bitmap's system = 400MHz, Gf2, 128Mb.
> > >
> > > Slow down occours worse on my system although the drop is to the same
> > point
> > > as Bimtap's machine. Two different machines hitting the exact same low
> > fps,
> > > very odd. I'd say that Ken Birdwell might be able to give some details
> on
> > > the TriAPI since he was one of the people who designed it.
> > >
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: Frazee <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Sunday, May 12, 2002 6:32 PM
> > > Subject: [hlcoders] Re: triApi speed problems
> > >
> > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Ok, I did try the triangles (triangles, not triangle fan or the
like)
> > > > and it did have quite an increase on my system (700mhz, ge3, 384
ram),
> > > > so that it never ever drops below 30 no matter what I do. It is
> probably
> > > > my gfx card. I am sure it isn't my client<->server messaging, it is
> > > > pretty efficient (though I probably will want to avoid that later if
> it
> > > > is possible to do like client side weapons, which I am sure it is).
I
> > > > checked all of the looping, to make sure it wasn't doing anything
> > > > unnecessary. As far as I can see, it is efficient. At any rate,
since
> my
> > > > slower system with a ge3 runs it faster, it makes me think it is the
> tri
> > > > api rather than my code. So you valve peeps. got any hints on how to
> > > > squeeze more juice outa this thing?
> > > > --
> > > >
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> > > >
> > >
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>
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