realbasic-games
[Top] [All Lists]

Re: OpenGL Speeeeeeed!

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: OpenGL Speeeeeeed!
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Sun, 30 May 2004 18:53:14 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
List-help: <mailto:realbasic-games-request@lists.realsoftware.com?subject=help>
List-id: REALbasic Games <realbasic-games.lists.realsoftware.com>
List-post: <mailto:realbasic-games@lists.realsoftware.com>
References: <6B02B188-B260-11D8-8ABF-000A95DB6C90 at fireyesoftware dot com> <92877BA0-B26D-11D8-8445-0003933EA538 at si-co dot com> <741D8C5D-B284-11D8-9EA6-000A95DB6C90 at fireyesoftware dot com> <907B26C4-B288-11D8-A505-0003933EA538 at si-co dot com> <C87251A0-B289-11D8-9EA6-000A95DB6C90 at fireyesoftware dot com> <AB2A0B28-B28B-11D8-A505-0003933EA538 at si-co dot com>

On May 30, 2004, at 6:49 PM, Frank C wrote:

On 30-May-04, at 6:36 PM, Asher Dunn wrote:

On May 30, 2004, at 6:27 PM, Frank C wrote:

Alright, I don't typically download stuff where the author states "I don't _think_ it will crash" but I tried it out... it's actually quite broken on my machine - as soon as I start moving everything starts clipping out of existence and flickers horribly (?) - looks like z fighting problems.

That's strange... Maybe your computer objects to a hither of 0.1? (Those crates are only 2x2x2).
It works fine on my computer.

It's possible - my GeForce3 only has a 24bit depth buffer... I tend to use a base object size of 64x64x64 which seems to work out well when converted to real-world units - i.e. 1 pixel = 1 inch.

Making things in increments of 1 (or 10) is easier for me, because I have to make the models by hand (no modeler yet!).

Anyway, I got 147 FPS @ 1280x960. That isn't terribly good for what I saw on screen - I'd expect to easily get two or three times that amount for this scene: Dual 800Mhz G4 + 64MB GeForce3 + 1 GB RAM. So either I didn't see everything it was rendering due to the clipping problems or your render pipe isn't as efficient as it could be. Can I ask why you need 465 quads for that scene? Is the floor tiled?

Yes, my rendering pipeline could use some work, and yes the floor is tiled (I know I could improve that model a lot, but I wanted to see what my code could do.)

Are you binding the texture for _each_ tile or binding once and drawing all the tiles? I'm also curious if you used tiles in your Quesa tests.

I'm binding the texture once for all the floor tiles, and then once for each crate. I used the same number of tiles in my Quesa tests, but Meshwork screwed up the texture coords (probably because I don't know how to use it properly).

What you should be seeing:
1) A floor, textured to look (sort of) like dirt, that's made of a grid of 21x21 quads.
2) A crate at each corner of the floor.
3) Rain (kinda).

Are you seeing all of that?

Ya, thats the initial image - it starts clipping as soon as you move.

Very strange.

Asher

_______________________________________________
Unsubscribe or switch delivery mode:
<http://support.realsoftware.com/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>

<Prev in Thread] Current Thread [Next in Thread>