David Megginson writes:
>
> Norman Vine writes:
>
> > The main speedup will come not from the method that the instrument
> > texture is constructed but from the side effect in that most of the
> > time most of the instrument textures will not need to be
> > constructed at all !!!
>
> The inst
Norman Vine writes:
> The main speedup will come not from the method that the instrument
> texture is constructed but from the side effect in that most of the
> time most of the instrument textures will not need to be
> constructed at all !!!
The instrument textures are all static.
All the
Andy Ross writes:
>>
> Remember that the "slow" thing your trying to fix is the fill rate
> penalty of rendering all the panel layers; the panel layers don't have
> significant geometry to speak of, they're slow because of all the
> texture reads. Fixing that problem with a fill-rate-intensive
>
Andy Ross writes:
> Again, I'm not saying that it won't be faster. I'm saying that it
> might not be quite as fast as you imagine, and that it involves
> significant tradeoffs in panel fidelity that I'd be really hesitant to
> make on systems that are already getting slow frame rates.
You'd
Norman Vine wrote:
> This used to be true but not with the current cards or on any NVIDIA
> card with a current driver glCopyTexSubImage is FAST even without
> using pbuffers
It's not all that fast. You still have to clear the back buffer and
you still need to do the memory blit into the texture.
Andy Ross writes:
>
> Norman Vine wrote:
> > This method should also be *considerably* faster then the current
> > Panel code in that the actual updating of the instruments can be
> > done on a round robin basis
>
> I'm not sure this will work as well as you think. The only way to
> reduce the am
Norman Vine wrote:
> This method should also be *considerably* faster then the current
> Panel code in that the actual updating of the instruments can be
> done on a round robin basis
I'm not sure this will work as well as you think. The only way to
reduce the amount of work done is to re-render