Eero Pajarre wrote:
> 
> > The reason why I suspected the usefulness of the
> > multitexture emulation is that without multitexture
> > for example my application minimizes texture swapping,
> > but the emulation will swap actively between the two
> > textures. On the other hand the multitexture emulation
> > will ofcourse decrease the amount of geometry
> > transformations into half.
> >
> 
> On a short test with a Voodoo2
> using FX_EMULATE_SINGLE_TMU and
> FX_DONT_FAKE_MULTITEX
> I got the following results:
> 
> 1) (best) real multitexture
> 2) single TMU no faking
> 3) (worst) single TMU faking multitex
> 
> The difference between the steps was
> 5-10 % in framerate.
> 
> All tests were run with a texture setup
> which fit into the onboard memory.
> (obviously it would be easy the get really
> bad results with a the single TMU configs
> using a larger texture set)

This is a little suprising; can you give details of the application and/or any
profiling information you have?  It's been a while since I measured this, but it
was inspired by q3 where there is significant geometry in each glDrawElements
command - the speedup from skipping the stuff which can't be shared between
passes (particularly clipping) is quite sigificant.


Keith


_______________________________________________
Mesa-dev maillist  -  [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev

Reply via email to