Silent Bob
02-07-2003, 10:36 AM
This is a continuation of an earlier thread that knackered started back in May (http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/006395.html).
I'm rendering quads in groups of 100 to 1,200 at a time. Drawing them in immediate mode is about 15% faster on both a GeForce3 Ti500 and Radeon Pro 9700.
Since display lists aren't making it, I'm trying NV_vertex_array_range and ATI_vertex_object.
For the ATI implementation, I'm using ATI_STATIC because the geometry doesn't change. The frame rate went from 60 to 100 Hz using this technique - exactly the kind of increase I was looking for. Display lists ran around 52.
For the NVIDIA implementation, I feel like I must be doing something wrong, because I'm getting the same frame rate using VAR as immediate mode. Because the memory is write-once / read-a-lot, I allocate the buffer with wglAlloc(size, 1.0, 0.0, 1.0), but I've tried a number of different parameters. No increase. Same result on a GF3 and GF4.
Using VAR in the past, I've gotten tremendous speedups for dynamic geometry (by using fences, etc), but this is my first use with static geometry. Are there different guidelines in this circumstance that I'm not aware of?
I'm rendering quads in groups of 100 to 1,200 at a time. Drawing them in immediate mode is about 15% faster on both a GeForce3 Ti500 and Radeon Pro 9700.
Since display lists aren't making it, I'm trying NV_vertex_array_range and ATI_vertex_object.
For the ATI implementation, I'm using ATI_STATIC because the geometry doesn't change. The frame rate went from 60 to 100 Hz using this technique - exactly the kind of increase I was looking for. Display lists ran around 52.
For the NVIDIA implementation, I feel like I must be doing something wrong, because I'm getting the same frame rate using VAR as immediate mode. Because the memory is write-once / read-a-lot, I allocate the buffer with wglAlloc(size, 1.0, 0.0, 1.0), but I've tried a number of different parameters. No increase. Same result on a GF3 and GF4.
Using VAR in the past, I've gotten tremendous speedups for dynamic geometry (by using fences, etc), but this is my first use with static geometry. Are there different guidelines in this circumstance that I'm not aware of?