From: Charles L. <lo...@um...> - 2010-01-12 07:25:20
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Devs, For some inexplicable reason, when I draw two of the same quads in rapid succession in some cases the program simply crashes. As soon as I comment out: GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); and GLCALL( glPopClientAttrib() ); Everything works as expected. Also, it runs about 1% faster. Is there an absolute need to run these two commands? Charles |
From: Josh <axl...@gm...> - 2010-01-12 11:26:13
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Yes. Charles Lohr wrote: > Devs, > > For some inexplicable reason, when I draw two of the same quads in rapid > succession in some cases the program simply crashes. > > As soon as I comment out: > GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); > and > GLCALL( glPopClientAttrib() ); > > Everything works as expected. > > Also, it runs about 1% faster. Is there an absolute need to run these > two commands? > > Charles > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |
From: Josh <axl...@gm...> - 2010-01-12 11:49:58
|
Yes, it saves which vertex attribute are enabled, like textures coordinates, and normals. Make sure you are chasing the correct problem. Also drawing things without textures is broken. Also what does rapid succession mean? Short time between them, or 2 quads right after each other with time not making a difference? 1% is not a significant increase. If you want to increase speed, go for reducing draw commands. Charles Lohr wrote: > Devs, > > For some inexplicable reason, when I draw two of the same quads in rapid > succession in some cases the program simply crashes. > > As soon as I comment out: > GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); > and > GLCALL( glPopClientAttrib() ); > > Everything works as expected. > > Also, it runs about 1% faster. Is there an absolute need to run these > two commands? > > Charles > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |
From: Charles L. <ch...@cn...> - 2010-01-12 21:10:02
|
It is highly possible that the issue could have been drawing without textures... Why would deleting those commands fix that, though. Also, any ETA on when non-textured-things-working will be done? Charles Josh wrote: > Yes, it saves which vertex attribute are enabled, like textures > coordinates, and normals. > Make sure you are chasing the correct problem. Also drawing things > without textures is broken. > > Also what does rapid succession mean? Short time between them, or 2 > quads right after each other with time not making a difference? > > 1% is not a significant increase. If you want to increase speed, go for > reducing draw commands. > > > Charles Lohr wrote: > >> Devs, >> >> For some inexplicable reason, when I draw two of the same quads in rapid >> succession in some cases the program simply crashes. >> >> As soon as I comment out: >> GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); >> and >> GLCALL( glPopClientAttrib() ); >> >> Everything works as expected. >> >> Also, it runs about 1% faster. Is there an absolute need to run these >> two commands? >> >> Charles >> >> ------------------------------------------------------------------------------ >> This SF.Net email is sponsored by the Verizon Developer Community >> Take advantage of Verizon's best-in-class app development support >> A streamlined, 14 day to market process makes app distribution fast and easy >> Join now and get one step closer to millions of Verizon customers >> http://p.sf.net/sfu/verizon-dev2dev >> _______________________________________________ >> Hgengine-devs mailing list >> Hge...@li... >> https://lists.sourceforge.net/lists/listinfo/hgengine-devs >> >> > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |
From: Josh <axl...@gm...> - 2010-01-12 22:34:21
|
I'll see what I can do about no textures. I didn't find it until I was working with particles. Josh Charles Lohr wrote: > It is highly possible that the issue could have been drawing without > textures... Why would deleting those commands fix that, though. > > Also, any ETA on when non-textured-things-working will be done? > > Charles > > Josh wrote: > >> Yes, it saves which vertex attribute are enabled, like textures >> coordinates, and normals. >> Make sure you are chasing the correct problem. Also drawing things >> without textures is broken. >> >> Also what does rapid succession mean? Short time between them, or 2 >> quads right after each other with time not making a difference? >> >> 1% is not a significant increase. If you want to increase speed, go for >> reducing draw commands. >> >> >> Charles Lohr wrote: >> >> >>> Devs, >>> >>> For some inexplicable reason, when I draw two of the same quads in rapid >>> succession in some cases the program simply crashes. >>> >>> As soon as I comment out: >>> GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); >>> and >>> GLCALL( glPopClientAttrib() ); >>> >>> Everything works as expected. >>> >>> Also, it runs about 1% faster. Is there an absolute need to run these >>> two commands? >>> >>> Charles >>> >>> ------------------------------------------------------------------------------ >>> This SF.Net email is sponsored by the Verizon Developer Community >>> Take advantage of Verizon's best-in-class app development support >>> A streamlined, 14 day to market process makes app distribution fast and easy >>> Join now and get one step closer to millions of Verizon customers >>> http://p.sf.net/sfu/verizon-dev2dev >>> _______________________________________________ >>> Hgengine-devs mailing list >>> Hge...@li... >>> https://lists.sourceforge.net/lists/listinfo/hgengine-devs >>> >>> >>> >> ------------------------------------------------------------------------------ >> This SF.Net email is sponsored by the Verizon Developer Community >> Take advantage of Verizon's best-in-class app development support >> A streamlined, 14 day to market process makes app distribution fast and easy >> Join now and get one step closer to millions of Verizon customers >> http://p.sf.net/sfu/verizon-dev2dev >> _______________________________________________ >> Hgengine-devs mailing list >> Hge...@li... >> https://lists.sourceforge.net/lists/listinfo/hgengine-devs >> >> > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |
From: Josh <axl...@gm...> - 2010-01-13 00:34:54
|
Textures look ok. Terrain rendered fine without it a texture. Particles don't work. Josh Charles Lohr wrote: > It is highly possible that the issue could have been drawing without > textures... Why would deleting those commands fix that, though. > > Also, any ETA on when non-textured-things-working will be done? > > Charles > > Josh wrote: > >> Yes, it saves which vertex attribute are enabled, like textures >> coordinates, and normals. >> Make sure you are chasing the correct problem. Also drawing things >> without textures is broken. >> >> Also what does rapid succession mean? Short time between them, or 2 >> quads right after each other with time not making a difference? >> >> 1% is not a significant increase. If you want to increase speed, go for >> reducing draw commands. >> >> >> Charles Lohr wrote: >> >> >>> Devs, >>> >>> For some inexplicable reason, when I draw two of the same quads in rapid >>> succession in some cases the program simply crashes. >>> >>> As soon as I comment out: >>> GLCALL( glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) ); >>> and >>> GLCALL( glPopClientAttrib() ); >>> >>> Everything works as expected. >>> >>> Also, it runs about 1% faster. Is there an absolute need to run these >>> two commands? >>> >>> Charles >>> >>> ------------------------------------------------------------------------------ >>> This SF.Net email is sponsored by the Verizon Developer Community >>> Take advantage of Verizon's best-in-class app development support >>> A streamlined, 14 day to market process makes app distribution fast and easy >>> Join now and get one step closer to millions of Verizon customers >>> http://p.sf.net/sfu/verizon-dev2dev >>> _______________________________________________ >>> Hgengine-devs mailing list >>> Hge...@li... >>> https://lists.sourceforge.net/lists/listinfo/hgengine-devs >>> >>> >>> >> ------------------------------------------------------------------------------ >> This SF.Net email is sponsored by the Verizon Developer Community >> Take advantage of Verizon's best-in-class app development support >> A streamlined, 14 day to market process makes app distribution fast and easy >> Join now and get one step closer to millions of Verizon customers >> http://p.sf.net/sfu/verizon-dev2dev >> _______________________________________________ >> Hgengine-devs mailing list >> Hge...@li... >> https://lists.sourceforge.net/lists/listinfo/hgengine-devs >> >> > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |