[gameprogrammer] Re: Optimizing opengl rendering
- From: jorgefm@xxxxxxxxx
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 6 Apr 2005 11:17:07 +0200
>> I don't really have a slowdown because i'm rendering with an average
>> of
>> 43 fps.
>
>Is that intentionally restricted, or why 43 fps?
No, it's not restricted. It's what i get when run a test game that
i have to test my graphic library. This game is the kind-of apps
that i expect to run with my library.
>> The quads average per frame is 220. I was thinking in
>> optimizing because now i have a working platform and i'm curious
>> about how much improve i can get using display lists, vertex arrays,
>> etc.
>
>I might be misunderstanding what you're doing, but I have a feeling
>you're wasting your time and potentially complicating your code for
>no real reason. Find a minimum spec system and see if there's any
>need for optimization at all.
Well, I'm only experimenting new ways :-) I have develop a minimal
engine using only immediate mode because it's the easiest way and
i was learning my first steps in openGL. Then, once you know the
rudiments you try to improve your skills and that's what i'm trying :-)
But, for my purpouses, my graphic library now exceeds my initial
expectations. First I developed a version using only SDL, then
I made a first attempt to convert to openGL with your library glSDL
and finally, I rewrote it to a full openGL version using SDL to
initialization, event processing, sound, etc The most arduous tasks
was to get a properly openGL driver for my intel i865 (extreme 2)
with DRI and hardware acceleration under X11.
>If you want to push the minimum spec down as far as possible, do some
>profiling on hardware that isn't too far from what you're optimizing
>for, and deal with the actual hot-spots.
>
>Of course, if you just feel like optimizing for fun, you define your
>own rules and do whatever you have to. :-)
I'm trying to optimize the way the rendering is to free the maximum
CPU time that i can, because my target platform is an embedded device
where the other processes are more important than the game, like real
devices control, sensors, etc. Then I'm trying to put the graphic chip
to work to unload the CPU.
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