Rendering 250k+ vertices FAST?

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pixartist
Posts: 25
Joined: Thu Apr 14, 2011 4:58 pm

Rendering 250k+ vertices FAST?

Post by pixartist »

Hi, I render about 280000 vertices in openGL using the Quads type, and it's pretty slow. I know other applications that can render a LOT more vertices without performance issues. How come it's so slow the way I do it ?

I render them using driver.DrawVertexPrimitiveList();

any way to drastically improve performance ?
serengeor
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Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Rendering 250k+ vertices FAST?

Post by serengeor »

pixartist wrote:Hi, I render about 280000 vertices in openGL using the Quads type, and it's pretty slow. I know other applications that can render a LOT more vertices without performance issues. How come it's so slow the way I do it ?

I render them using driver.DrawVertexPrimitiveList();

any way to drastically improve performance ?
Do you use .NET? Because I saw you post on lime thread, and dev of lime explained it why its slow to draw it like that.
Working on game: Marrbles (Currently stopped).
pixartist
Posts: 25
Joined: Thu Apr 14, 2011 4:58 pm

Post by pixartist »

oh, he did? I did not see that... gonna read that now
ChaiRuiPeng
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Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Re: Rendering 250k+ vertices FAST?

Post by ChaiRuiPeng »

pixartist wrote: I know other applications that can render a LOT more vertices without performance issues. How come it's so slow the way I do it ??
because those other applications don't try a brute force draw attack :wink:

it would be helpful if we knew what kind of scene you are trying to render.

if they are not all visible at the same time you should look into some kind of octree rendering optimization.

as far as i know this isn't to hard to apply with the premade OctreeMeshSceneNode in irrlicht. may i ask why you are calling the driver directly?
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
hybrid
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Post by hybrid »

Yeah, using a meshbuffer with hardware mapping set to static should also help here. It's not always the case, but in many situations it help a lot.
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

Also, don't forget it's not only about the amount of vertices you're trying to draw, it's also about the amount of drawing calls they're drawn in

It's all about finding a balance between vertex counts and draw calls
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