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
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
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
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
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
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
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;
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
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 =
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
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...
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