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Re: OpenGL Speeeeeeed!

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: OpenGL Speeeeeeed!
From: Frank C <lists at si-co dot com>
Date: Sun, 30 May 2004 18:42:41 -0400
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References: <6B02B188-B260-11D8-8ABF-000A95DB6C90 at fireyesoftware dot com> <92877BA0-B26D-11D8-8445-0003933EA538 at si-co dot com> <BDEBE6EA-B286-11D8-9EA6-000A95DB6C90 at fireyesoftware dot com> <0D593959-B289-11D8-9EA6-000A95DB6C90 at fireyesoftware dot com>
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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