SLOW: large GL_QUADS

hello,

i have a quad matching the size of my screen (640x480 fullscreen) with texture mapping,
and it is extremely slow on non-accel’d machines. is there any way to make this a
little faster on software implementions? i could make the same thing in dos run n^x times faster!

glLoadIdentity();
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, -1.0f);
glBindTexture(GL_TEXTURE_2D, 1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(4.0f, 0.0f); glVertex2f( 1.0f, -1.0f);
glTexCoord2f(4.0f, 4.0f); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.0f, 4.0f); glVertex2f(-1.0f, 1.0f);
glEnd();

thanks.

Why do u use a glVertex2f (used generally for 2D mode) and a rotation around your Z axis??

uhhhh…

the above code was a sample to show you what i’m talking about - it is to be taken with
a grain of salt …

rotation around z axis IS exactly what i want, and no, i don’t want depth in my glVertex call, because i dont need it!

now, back to the question …

Don’t expect wonders from the SW implementation.
Don’t know about the filter modes, but no mipmaps and GL_NEAREST for minification and magnification filter gives the best performance in SW.
Though I still doubt it’s really fast then.

relic-

thanks for the insight … though not what i really wanted to hear :stuck_out_tongue: i already am using
the filters you had mentioned …

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

… bleh. sux. guess i go back to ddraw for fast 2d.