convict@large
11-07-2000, 12:42 PM
OK heres a strange one,
I've got a simple wee application thats generating a display list out of some vertex data that is being randomally calculated when the app starts up. According to my calculations my geometry data (being stored in arrays) should take up about 3.5 meg max, I'm not using anything more complex than glvertex3f and glcolor3f:
glBegin(GL_TRIANGLES)
loop
glcolor3f()
glvertex3f()
etc...
endloop
glEnd
in my one display list. Yet my application is managing to go from 40Kb (stored on harddisc) to 120000Kb in RAM (According to task manger in Win2k) Does anyone have any idea what the smeg is going on? I can't see any way for this to be happening unless its something to do with the displaylist, not surprisingly its only running at about 6 FPS on a P3-800 with 256MB RAM & a Gefore256 DDR. The display list is drawing about 250'000 polygons a frame and backface culling is enabled, but my understanding is that a Geforce256 DDR can kick about 10 million polys about per frame so surely 250'000 should not be too much of a problem... I am using a windows shell for OpenGL but surely even windows is not capable of generating that much extra rubbish, it must be something I'm doing (I think) anyone got any ideas?
Cheers,
Daniel
I've got a simple wee application thats generating a display list out of some vertex data that is being randomally calculated when the app starts up. According to my calculations my geometry data (being stored in arrays) should take up about 3.5 meg max, I'm not using anything more complex than glvertex3f and glcolor3f:
glBegin(GL_TRIANGLES)
loop
glcolor3f()
glvertex3f()
etc...
endloop
glEnd
in my one display list. Yet my application is managing to go from 40Kb (stored on harddisc) to 120000Kb in RAM (According to task manger in Win2k) Does anyone have any idea what the smeg is going on? I can't see any way for this to be happening unless its something to do with the displaylist, not surprisingly its only running at about 6 FPS on a P3-800 with 256MB RAM & a Gefore256 DDR. The display list is drawing about 250'000 polygons a frame and backface culling is enabled, but my understanding is that a Geforce256 DDR can kick about 10 million polys about per frame so surely 250'000 should not be too much of a problem... I am using a windows shell for OpenGL but surely even windows is not capable of generating that much extra rubbish, it must be something I'm doing (I think) anyone got any ideas?
Cheers,
Daniel