omaha_os3
01-08-2002, 12:13 AM
I'm working on a quadtree based terrain system. Each node has a list of indices to it's vertices, allowing for one tri-strip per node (each end node is 9x9, about 128 triangles). I started using vertex arrays and saw fairly poor results (about 1.5 - 1.7 Mtri's per second). So i used glLockArraysSGI() on the entire array (263,169 vertices) thinking I would get some sort of performance boost, but nothing changed at all.
I'm using a gf2 gts and an athlon 700, shouldn't I be getting at least 3 or 4 Mtri's /sec?? I'm using Interleaved arrays with texturing(2f), normals(3f), and vertices(3f).
I'm using a gf2 gts and an athlon 700, shouldn't I be getting at least 3 or 4 Mtri's /sec?? I'm using Interleaved arrays with texturing(2f), normals(3f), and vertices(3f).