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Thread: 30.000 triangles

  1. #1
    Junior Member Newbie
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    30.000 triangles

    Hi all,

    I am rendering a scene that contains 30.000 triangles.
    - I use glDrawElements() and display lists

    On my Geforce 4 i have 100 - 200 FPS, but on TNT2 cards i only get 1 or 3 FPS. I tried without textures and the results are the same.

    30.000 Polys are enought to collapse a TNT2? How can i make the scene rendering faster? (i know BSP, but i don't know from where dowload some useful code)

    Thanks.
    Maya and C++

  2. #2
    Intern Contributor
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    Re: 30.000 triangles

    The easiest way is to use some sort of culling. Try viewfrustum culling and a bounding volume hierarchy.
    For furtheroptimization its important to know where in the pipeline the bottleneck is (application, geometry or rasterization), and try to optimiaze that part.

    //Ninja

  3. #3
    Intern Contributor tweakoz's Avatar
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    Re: 30.000 triangles

    my guess is its mostly time spent with the CPU doing T&L.

    mtm

    Originally posted by jordiperez:
    Hi all,

    I am rendering a scene that contains 30.000 triangles.
    - I use glDrawElements() and display lists

    On my Geforce 4 i have 100 - 200 FPS, but on TNT2 cards i only get 1 or 3 FPS. I tried without textures and the results are the same.

    30.000 Polys are enought to collapse a TNT2? How can i make the scene rendering faster? (i know BSP, but i don't know from where dowload some useful code)

    Thanks.

  4. #4
    Junior Member Newbie
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    Jul 2002
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    10

    Re: 30.000 triangles

    I use colorVertices, no lights, no normals, no transformations, only the vertex arrays and the camera tranformation.

    I tryed right now on a ati radeon with 64 MB and i got 4 FPS.

    I am fustrated, what's the matter? are 30.000 triangles enought to kill a "standard" graphics card or what i am missing?
    Maya and C++

  5. #5
    Junior Member Newbie
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    Re: 30.000 triangles

    Ninja is right. You should use some kind of culling to render you scene in lower sized chunks. You are choking the card! I also have a TNT and I have seen that to mantain a constant 60 fps display you can't send more than 3000-4000 triangles a second. Visit gametutorials at http://www.gametutorials.com for info on how to implement an octree or a bsp tree.

  6. #6
    Junior Member Regular Contributor
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    Re: 30.000 triangles

    I have seen that to mantain a constant 60 fps display you can't send more than 3000-4000 triangles a second.
    Hehe. That's 50-67 tris/frame. I think you mean 3000-4000 tris/FRAME.

  7. #7
    Advanced Member Frequent Contributor
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    Re: 30.000 triangles

    Hey, i could hand-paint the polygons on paper faster than that I'm sure a TNT is faster than me

    Y.

  8. #8
    Junior Member Regular Contributor
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    Re: 30.000 triangles

    A TNT2 is faster than that, you should get more than 1 to 3 fps for 30k triangles. This is most likely something to do with how you pass the geometry (given that you don't do much else), try compiling your display lists in immediate mode or using drawarrays as opposed to drawelements. Do you stripify the geometry?

  9. #9
    Junior Member Newbie
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    Re: 30.000 triangles

    I will try as you say drawArrays instead of DrawElements.

    I use DisplayLists, what do you mean with inmediate mode display list??

    Thanks for replys.
    Maya and C++

  10. #10
    Advanced Member Frequent Contributor
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    Re: 30.000 triangles

    Is your TNT2 running at an absurdly high resolution? Running out of texture memory perhaps?

    -- Tom

    [This message has been edited by Tom Nuydens (edited 10-08-2002).]

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