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
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
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
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
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
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
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
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
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
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
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
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