Usually, especialy with 200+ vert objects, my program slows a lot. I have GF2GTS & PII overclocked from 350 to 434. But, that’s not the point. I have culling enabled, but ther’s a lot of triangles I don’t see anyway. Ok, I know I could use BSP’s, but I’d like to know is there reliable way how to check this stuff at vertex programs & is it worth that. Why gms like Hitmen 2 flys on my PC, but my own, “simple” program, with lists, cullings is slow as snail (36-4)fps, depending on objects I’m trying to import?
BTW, maybe someone knows how to enable wireframe mode in games like Half-Life etc.
& how many triangles “normal” importable object should have?
Just qurious
BTW, maybe someone knows how to enable wireframe mode in games like Half-Life etc.
Just qurious [/b]
If you have a nice debugger, launch the game in it(some games don’t like being attached to debuggers though). When you think/know the game has a valid context/window, activate the debugger and “make” a call to glPolygonMode in the gl dll. This would probably be your last resort though, since it could crash the game pretty fast if you mess up
Yep, you must be doing something wrong.
On my GF2MX + PII300 I can display 3 quake 3 levels (with average of 10000+ verts) at about 30 fps without any culling just by putting them all into display lists…
It’s probably what jwatte said but I thought you’re someone who is already done with this kind of problems
MX is considerably slower than GTS, especially about fillrate. I can get significantly more than that, when I move my viewing direction so that it doesn’t suffer from fillrate issues.
Also it can’t be compared to highest nVidia benchmark’s results as I’m doing quite many texture changes between (as few as possible however).
I checked vendor & other strings - shows Nvidia corp. GF2GTS/AGP, just what I thought. Would be funny if it showed somthing else But the problem still presists. Maybe multitexturing or CG is the problem although I doubt. I could send my code if someone have time to look at it. It’s not long , but has CG 2 beta, havn’t jumped to final yet. BTW, when I turn wireframe on, I have additional FPS drop
I doubt about vertexprocessing, coz all those demos wouldn’t run without NVemu then. And on TNT 2 they wont run at all, because of NV_vertex_program lack (even with emu). BTW, GeForce2 GTS HAZ T&L engine, prove me wrong, but that’s all the vertexprocessing stuff
The program was slow as snail before CG too