Re: [PyOpenGL-Users] My PyOpenGL problems
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From: Richard J. <ric...@op...> - 2001-11-18 03:04:14
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On Sat, 17 Nov 2001 17:54, Jan Ekholm wrote: > On Sat, 17 Nov 2001, Richard Jones wrote: > >On Thu, 15 Nov 2001 18:17, Jan Ekholm wrote: > >> The surfaces work ok now, I got pyopengl installed ok and even hw > >> acceleration working on my ancient Matrox G450. > > > >Hey, I'm running a G400, which I hardly consider ancient :) > > I have a G200 at home, and that one sure is ancient. It would be fun to > ttest with some really new card, such as some top notch GForce3 I remember when quake3 came out, and all I had was a G200. Ran just fine :) > >> I must say that the speed > >> is pretty impressive too, so pyopengl seems like a very good thing. > > > >Yes - I'm hitting slowdowns, and I'd like to figure out if it's because > > I'm either: > > 1. doing too much Python > > 2. overloading the G400 with draw commands. > > It also seems to matter a great deal what you do. I experimented with > various ways to apply textures, and when using GL_DECAL things slowed down > to a crawl. It was one single texture used as a background for the scene. > GL_MODULATE and GL_REPLACE was at least 10x faster. Either that mode is > terribly slow to do, or it just isn't accelerated at all in the Matrox > drivers. Yeah - I'm still learning about the various texture modes. I have the Red Book, but haven't read the section on texturing yet. Just played with display lists to get little trees on the landscape :) > I'd say that less Python is always better, but tweaking and OpenGL app for > performnce is a nvere-ending task. There's always something more that can > be done. Yeah, I have a couple of loops in my code - the Exhaust is one of them. Once things settle down a little, I'll experiment with moving some of them out into C. I've done a fair bit of C extension writing, so it shouldn't be too painful. > >> http://www.infa.abo.fi/~chakie/cm/snapshot14.jpg > > > >How are you taking the screenshots? > > ksnapshot. I suppose any app would do (xv, display etc), but I just like > that one. *smacks forehead* sorry, dumb question ;) > Is there any chance I could have a peek anyway? Or at least a shot or two? > I'm always interested in learning from others. The heightmap approach is > probably a very common one, I use it myself. Is your terrain textured, > colored or both? It's textured from the colour map ;) Screenshots, code and ramblings about it all: http://goanna.adroit.net/~richard/ufo/ Richard |