Here is something I dont understand(whats new). In my game, when the viewer is far from any walls it runs really fast, even if all the polygons are on the screen, yet, If I face a direction with only 1 Polygon on the screen and it is close to the screen and takes up the whole screen, the fps shoots down to 45fps, from 95, whats up wit dat?
PLEASE, I need help!!!!!
Please, any help, THANK YOU!(is it clipping?)
how are you handling your world polys? seems like you are rendering a bunch of stuff behind the wall too. does it get slower as you get closer to the walls or is it a sudden jump? if it''s gradually then it can be your fillrate since it takes more fillrate to render larger polys on screen than smaller ones.
Here, Im running with 2 Voodoo2 SLI, And I tried it with just a 4 polys, like a room with no ceiling or floor, and with no textures, Im using DX7, and the helper functions, I was hoping it was doing the 2d clipping for me, any help??
Just wanted to comment I am running the same setup - eg. Voodoo2s in SLI - I doubt it is the fill-rate. My program is written in Glide and I have about 5 objects in the world - if I walk up close (and even through the walls) there is absolutely no slow down whatsoever, actually the same goes for Unreal which is a little more advanced than my program.
I don''t know if you do things the same with DirectX but using Glide you definitely have to do 2d-clipping - otherwise it doesn''t just slow down, it hangs bigtime.