Re: [PD] How do I squeeze more performance out of Gem?

2011-03-10 Thread cyrille henry
hello, i'm glad you find the bottleneck. but that's what i was afraid of : 2 side lighting are baddly suported on new nvidia hardware (at least on linux). (i mean : it's not only on my computer. it use to work fine). But you should be able to get the same lighting with this option. this option

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread cyrille henry
hello, - try using a display list to render a sphere, so that every point don't have to be send for every sphere. see exemple 09.openGL/02.displaylist you can also use a model with a sphere.obj to have the same result. - gemhead are slow. i usually have better result using 1 gemhead and 200

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread cyrille henry
Le 09/03/2011 02:16, John Harrison a écrit : oh, i forget : These lines and spheres are nothing special, btw. No texturing, just translates, colors, and alpha. the lines are made with curves of 2 points each. do you mean that you create [curve 2], or that you send a [res 2 message to the

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread John Harrison
thanks for these suggestions. Here's how it's going so far: On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry c...@chnry.net wrote: hello, - try using a display list to render a sphere, so that every point don't have to be send for every sphere. see exemple 09.openGL/02.displaylist you can

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread cyrille henry
Le 09/03/2011 15:22, John Harrison a écrit : thanks for these suggestions. Here's how it's going so far: On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry c...@chnry.net mailto:c...@chnry.net wrote: hello, - try using a display list to render a sphere, so that every point don't have

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread John Harrison
On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry c...@chnry.net mailto: c...@chnry.net wrote: hello, - try using a display list to render a sphere, so that every point don't have to be send for every sphere. see exemple 09.openGL/02.displaylist you can also use a model with a

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread chris clepper
A model is the way to go since the vertex data is static. Ideally for situations like this there would be one object that loads a single model and several clients that just call the display list. Although there is a lot of memory on GPUs now so 200 models of a sphere won't take up that much. On

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread John Harrison
Using Cyrille's test patch for speed which he sent into the list a week or so ago, I tried creating multiple spheres, gemlists, and models. The sphere is getting the best performance results, unfortunately. Attached is my test patch. I just connected [repeat] to either [sphere] [GEMglCallList] or

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread cyrille henry
here, at 20fps, no lighting, i can draw about 500 model with your sphere.obj. 1000 sphere 30, and about 3500 display list of sphere 30. using an other sphere.obj with about 900 triangles, i've got the same performance than with the display list. it really is strange that the sphere is the

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread John Harrison
It appears I'm actually getting better results from [gemlist] too with lighting off. But how do your results change with lighting on? For me, with lighting on, they seem about the same. If you have your sphere.obj model with 900 triangles handy, I'd love to try it. -John On Wed, Mar 9, 2011 at

Re: [PD] How do I squeeze more performance out of Gem?

2011-03-09 Thread John Harrison
Ok so I did something stupid with the [GEMglLightModeliGL_LIGHT_MODEL_TWO_SIDE GL_FALSE] test which that I connected it to a [gemhead] instead of [gemhead 1]. When I corrected that I did find that indeed the performance changes drastically for the better. OTOH I couldn't get satisfactory lighting