On 30-May-04, at 6:31 PM, Asher Dunn wrote:
On May 30, 2004, at 6:14 PM, Asher Dunn wrote:
Using rb3d, with the same models converted to 3dmf, I get about 120
fps with NO input (my OpenGL example uses 4 gameInputElements).
That's about 40 fps slower than my code, using the same textures,
same number of vertices (unless Quesa is optimizing my models), and
with LESS other stuff going on (like monitoring the keyboard).
I would expect the input monitoring to be insignificant either way...
OK, ignore this. Something was wrong with my models.
Quesa's REAL speed with this scene (minus the rain) is 190 fps.
So it would probably still be a little faster if I added that.
OK, back to work!
Unless you're using display lists or vertex arrays in your GL declares,
you won't be able to match Quesa's speed for a single large trimesh,
many smaller objects equalling the same triangle count is another
story...
I'm pretty commited to Quesa at this point simply because the API has
grown on me, and it's simply way easier to get stuff up on screen and
working than it is via raw OpenGL, but I'm all for head to head tests
of OpenGL Declares vs RB3D/Quesa so please keep it up!
Frank.
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