From: Toni <to...@4d...> - 2002-03-20 19:17:33
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Yes i'm working on things Anders, but my tests today are a bit disapointing, compiling CS in release mode and testing my level, changing the sphere form 3500 faces to 30000, revealed that there's something wrong in code, a bottleneck i have to find. The sphere only rendered at 11-15 fps in a AMD1400 with a GF3. Even when the number of lightmaps is excesive (probably 30000 lightmaps, one per triangle) and possibly the texture swapping kills all performance. There is just one texture but a lot of superlightmaps i think. By the way i expected at least 30-50 fps with the 30000 faces sphere. Well, i hope i'll can do it better in next attacks to Transform acceleration. Greetings, Toni ----- Original Message ----- From: "Anders Stenberg" <and...@st...> To: <cry...@li...> Sent: Wednesday, March 20, 2002 1:55 PM Subject: Re: [CsMain] hardware T&L for sprites > > > > > Are there any plans to use hardware transform and lighting for > > 3D > > > sprites and meshes? I'm loading large 3D sprites (spaceships) > > and when > > > they're lit and shaded on my OpenGL system performance is very > > low. Each > > > model is about 10k polygons. > > > > Crystal Space already supports hardware accelerated transforms > > but not lighting. That's a todo. > > > > The support isn't perfect though. Toni is working on it, and he's > making progress. (A test sprite he had went from 20fps with the old > code to 80fps with his new, and he hopes to be able to boost it even > more.) > > > _______________________________________________ > Crystal-main mailing list > Cry...@li... > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: mailto:cry...@li...?subject=unsubscribe > |