View Full Version : impact of data types on performance

07-28-2004, 01:06 PM

i was wondering what impact data types can have on performance.

i'm using this:

glVertexPointer (3, GL_FLOAT, 0, animation->current);
glNormalPointer (GL_FLOAT, 0, animation->norms);
glTexCoordPointer (2, GL_FLOAT, 0, animation->texts);

i'm not really getting the performance i would like and i already stripped out any non-gl related code (such as animations and other possible slow code)
turning of textures/lighting only gives a few fps.

i get around 1700 fps on a radeon9800pro in a 800x600 window, but only around 30 fps when i run it full screen (also 800x600 full screen).
running it on a geforce2mx gives also around 30 fps, both windowed and fullscreen.
This ( http://users.pandora.be/interface/droid_robot.jpg ) scene has around 3000 polygons, already turned of lighting. (only the code above)

any suggestions welcome

07-29-2004, 03:44 AM
Might be your fullscreen setup code that's forcing software rendering. Check the pixel format you get before setting it (make sure it is neither GENERIC nor ACCELERATED) and/or the VENDOR or RENDERER string.