Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: 3.another odd issue that kills the performance is that you cannot add all polygons of a shape to a triangle list and draw the list instead of drawing the polygons separately,because the shape will be very facked up if you do so,maybe the pie's

Re: [Warzone-dev] Linux crashdumps

2007-02-22 Thread Christian Ohm
On Thursday, 22 February 2007 at 10:40, Per Inge Mathisen wrote: Also see info Backtrace glibc. The best would be to automatically connect gdb to the program and give a bt full dump. If you automatically emailed that back to us, it would be an invaluable debug aid, and a massive privacy

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: 3.another odd issue that kills the performance is that you cannot add all polygons of a shape to a triangle list and draw the list instead of drawing the polygons separately,because the

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed to be dropped into d3d/glide port to opengl... Interesting. I no

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed to be

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Christian Ohm
On Thursday, 22 February 2007 at 12:00, Per Inge Mathisen wrote: On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed to

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-22 Thread Dennis Schridde
Am Donnerstag, 22. Februar 2007 schrieb The Watermelon: I was browsing through the game loop/frame related source to find out why the game uses so much cpu time,then I suddenly found out that this function is borked: void SDL_framerateDelay(FPSmanager * manager) { Uint32 current_ticks;

[Warzone-dev] Tech Tree

2007-02-22 Thread Thomas Rösner
Hi, after checking out your current SVN with the amd64-fixes and some nostalgia-play, I was disappointed that the web tech trees out there seem to only list what you have to research to get something in a straight line. I needed an overview, so I created a little python tool that parses the

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-22 Thread Giel van Schijndel
Christian Ohm schreef: What about (pseudocode) { current_ticks = SDL_GetTicks() frame_ticks = current_ticks - last_ticks; actual_ticks = rate_ticks - frame_ticks; if (actual_ticks 0) SDL_Delay(target_ticks - actual_ticks); last_ticks =

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-22 Thread Giel van Schijndel
Kamaze schreef: Giel van Schijndel schrieb: Erm, you do know that FPS means Frames Per Second right? It doesn't mean Frames Per minuteS. In fact FPS = Hz really. I'm not stupid. Sorry didn't mean to offend you. I only just found out what an OpenGL primitive meant. I previously

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-22 Thread Kamaze
Well, no problem. :) I overreacted a bit *g* However... I drawed a Triangle and a Quad, both untextured. Then i turned off V-Sync in my driver settings and played a bit with different SDL_Delay() settings. With, without, 10 ms, 1ms, 0ms, ... Then only SDL_Delay() each 5, 10, 20 frames etc...