Succinct
01-26-2001, 03:22 AM
I recently decided to add win32 functionality to my text using wglUseFontBitmaps() and the accompanied glListBase/glCallLists calls.
frame rate before wglUseFontBitmaps( and that blasted glRasterPos()) 100+
frame rate after (displaying 20x50 = 1000 chars) < 10...
is there something i'm doing wrong? the display lists created call glBitmap, don't they? the only possibility i can come up w/, other than a speed hit from glBitmap, is that i'm running out of texture memory, due to the 96 display lists that are being used. even if that's not the case, i'm sure it's faster just to load my own 96-char texture and use quads to blt my text, as i've done this before, but then i'm stuck w/ making an external texture for each font, and i'm trying to be user friendly in this app...
just curious if anyone has had a similar hit and their method of combating it...
sys specs:
NT 4.0
256M ram
PIII 950
crappy ATI 128
thank you for your bandwidth
[This message has been edited by Succinct (edited 01-26-2001).]
frame rate before wglUseFontBitmaps( and that blasted glRasterPos()) 100+
frame rate after (displaying 20x50 = 1000 chars) < 10...
is there something i'm doing wrong? the display lists created call glBitmap, don't they? the only possibility i can come up w/, other than a speed hit from glBitmap, is that i'm running out of texture memory, due to the 96 display lists that are being used. even if that's not the case, i'm sure it's faster just to load my own 96-char texture and use quads to blt my text, as i've done this before, but then i'm stuck w/ making an external texture for each font, and i'm trying to be user friendly in this app...
just curious if anyone has had a similar hit and their method of combating it...
sys specs:
NT 4.0
256M ram
PIII 950
crappy ATI 128
thank you for your bandwidth
[This message has been edited by Succinct (edited 01-26-2001).]