Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

MP TLM Time..

Sign in to follow this  


So, a few OpenMP pragmas later and the CPU based code has threading support [grin]

A couple of changes had to be made the most import of which being I could no longer directly map and write to video memory when calculating the normals. This is because the pointer to the VBO only exists in the main thread, so when one of the others tries to write to it... BANG! it dies.

This was fixed by using a chuck of memory allocated on startup to hold the results and then doing a straight upload to the gfx card.

The other "issue" was I'd preallocated a bunch of vector3 objects outside of the loop, in single thread mode this saves me suffering the minor construction cost each loop, however in threaded mode they kinda collide it seems and things go a bit wonky, so I had to move them inside the loop which was being threaded.

Based on some visual assessment it seems to have increased things by about 2x speed wise for the CPU only version, I kinda wish I had access to a quad core system now to see if that increase holds [sad]

The CPU/GPU version did show some speed increase but as the major slow down was normal calculation the difference wasn't really that important, certainly considering the lack of normal correction.

Still haven't fixed the normal issue, however as that won't effect speed, only screen shots, I'm not that bothered right now (same goes for lighting).
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!