From: Steve R. <Ste...@In...> - 2003-07-01 06:20:27
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Hello - I've been poking around with CsGL a bit with an eye towards starting to use C# and CsGL for a VR app. My initial interest is in determining how efficient this combination is relative to straight C++/OGL. So far things look very good. The samples that I've created don't show any appreciable performance reduction at all. With the exception of the glDrawElementArrayATI function. Strangely, when using Vertex Array Objects in CsGL, things work, but the triangle rate is 1/2 what I get for compiled vertex arrays. However, in C++ with VAO's, the triangle rate is triple what I get for compiled vertex arrays. (The triangle rate for compile vertex arrays is the same in C#/CsGL and C++/OGL.) Is there any known reason why VAO's wouldn't work as well with CsGL? Or am I just having trouble finding the inefficiency in my code? Thanks, - Steve ------------------------------------------------- This mail sent through IMP: http://horde.org/imp/ |