yes i am already using glut which saves me from a lot of trouble. but that's not where the bottlenecks are.
Type: Posts; User: mpan3
yes i am already using glut which saves me from a lot of trouble. but that's not where the bottlenecks are.
Is there anyway to precompute a list of vertices and store is in a buffer of somesort?
...so that no matter how many push/pop matrix I use, it is only run once during the application "initial"
sorry, made a mistake in the subject line, it's suppose to say 0, not 0f. Anyways, thanks for the answer. So 0.0f is float while 0.0 is double.
I've been using OGL for less than a week and is just starting to get the basics of it. However, I have several questions regarding lights.
GLUT Code Here (5kb)
1) I can't see any specular...
You could also get a speedup by putting your
loop inside the glBegin/glEnd block, so
that all the quads are sent in one big block,
rather than in per-cube bundles.
? Please elaborate on that...
With a display list, does that mean the cubes are only generated/transformed once and then store in a buffer?
Updated Code here!
I might try to do the translations myself tomorrow... I need sleep.
Also, DL didn't help much at high resolution, but at 320x240, my fps doubled, yay!
K, thanks. Your "glutcube" gave me a 30% speed gain, I'll try other things, too.
You mean replace the GlutSolidCube routine with this? Ok, I'll try that.
What do you mean by "Write your own cube routine"? OGL is new to me so it would be nice if you could provide a detailed explaination/code sample. Thanks in advance!
ALso, the pop/push matrix...
It's a simple program using Glut that draws a 100x100 cube field, an 8x accum. is also used...(i just thought it looked "cool"). THe problem is it's running really slow (40fps without glaccum), 5fps...
most code i downloaded always put a .0 to a floating point number even when it's not needed. However getting rid of that .0 doesn't seems to cause any compilation/runtime error, either. So why do...
Well, if really depend on your budget. If you are a developer and is more concerned about feature over performance, I'd got with one of the following:
Radeon 9600
Radeon 9500/9700
Radeon 9800
...
Nice, it just makes me more want a 6800...
I just got MS Visual C++, GLUT and everything works perfectly so far. So I am switching over to VC++...
Holy Cow! Texture map? What's that?
...Must be some uber advanced technique to make "stuffs" look more real.
I think he meant a single texture should be smaller than 4k x 4k. It really doesn't matter how big the total dimension is, just keep the total video memory usuage below 256mb or the performance will...
Ok, thanx. Is there any other more "general" errors in regards to the architecture of the program?
I did a few minor tweaks and will upload the new codes as soon as I get home...
From Nvidia
Full OpenGL support, including OpenGL 1.5
To be honest, I don't really know if the 6800 has FULL support for all GL2 features. Since 6800's spec didn't mention 2.0, I natually...
No no no, you misunderstood me, the code works, I just want to share them so everyone can see it. ALso, sorry about the link, it should work now.
Also, is there ANY Borland C++ Builder5 user here...
1) is smoothshading turned on?
2) Try per-pixel light as oppose to vertex light
3) Increase the poly-count further!
I never had any problem with my ATI with 4.10 at all. THe only instance where running 3d apps cause atioglxx.dll to crash is when I overclocked the card too far... I am using WinXP SP1, cat 4.10...
So there is NO difference between GLFloat and float?
What I did to solve the fps+time issue is as follows:
calculate the fps based on the number of frame rendered per 0.1 sec. (this way, I get a new fps per 1/10 sec)
all movements are numtiplied...