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View Full Version : slow texture mapping on G3 500mhz



limaman
08-12-2001, 07:04 AM
I've been trying to render a thrown-together terrain mesh with a simple 128x128 pixel texture map. The mesh is divided into 30-50 triangles, which I specify as triangles, not triangle strips. On my iMac (500 mhz with an ATI Rage 128), it takes a whopping 65 ms to draw those 50 triangles.

If there is an obvious, known pitfall that I may have stumbled into, I'd like to know. I can give more information if it's needed (ie my code).

Thanks,

Paul Hansen

Qwylli
08-13-2001, 02:19 PM
Your context is probably software based, do you use glBindTexture, is your code that calc the time is flawless??

limaman
08-15-2001, 06:08 PM
Yeah, my calculations used the MW Profiler, and performance was not noticeably different when the profiler was disabled.

However, I seem to have solved the problem at this point... tonight I got a 15000% speed gain, and I'm going to chalk this episode up to ignorance and spaghetti code. :-P

Thank you anyway


Originally posted by Qwylli:
Your context is probably software based, do you use glBindTexture, is your code that calc the time is flawless??