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 ?
Rendering 250k+ vertices FAST?
Re: Rendering 250k+ vertices FAST?
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.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 ?
Working on game: Marrbles (Currently stopped).
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ChaiRuiPeng
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Re: Rendering 250k+ vertices FAST?
because those other applications don't try a brute force draw attackpixartist 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 ??
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
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
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Radikalizm
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