Re: [Plib-users] Performance Benchmarks
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-09-06 20:17:06
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> Aaron Drew wrote: > > I'm just wondering if any performance benchmarks have been done with plib? No - when I first wrote it, the overheads in PLIB were *negligable* compared to the time consumed in OpenGL doing vertex transforms - so there wasn't much point in leaning on the optimisation. Now we have hardware T&L, it would be interesting to see where the cycles are going. Informal testing I've done at work suggest that even with a GeForce-2, providing you have an 'equivelently modern' CPU (say a 450MHz or so), PLIB is still not the bottleneck. > From the website its hard to see if plib comes with any standard visibility algorithm support > like portals, bsp trees or octrees. No portals - although it would be moderately easy to add a portal mechanism...we discussed that a couple of days ago. No BSP trees - the thing that PLIB implements is better (unless you are trying to render without a Z buffer - in which case I don't think you should be using PLIB at all). Octrees are really just a way of using what PLIB already does. > If I were to implement an octree using plib, would it typically be a single > ssgNode object or rather a separate node for each octree volume with some > sort of a custom intelligent (much more complex than the class I think is > called ssgSelector) branch class that would look after these issues? You could either have a single ssgBranch node - with (up to) eight other ssgNode's beneath it - and allow SSG to do FOV culling...or you could derive a class from ssgBranch that would do fancier culling given that it has more information about the structure of the model than ssgBranch does. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |