Jump to content
  • Advertisement
Sign in to follow this  
ade-the-heat

OpenGL engine now slow using "Opengl Game Programming"

This topic is 5124 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I've split my terrain into lots of tiles. I have 16 enemy aircraft (very low polygon - we're talkign two cylinders and 12 triangles each). Each object is tested to see if it's in the frustrum before drawing. Using VAs. FPS was about 30. I added 8 rocket launchers (cubes with 4 cylinders each-the cube part is in a display list). FPS has now dropped to 2 !! There's basically nothing additional going on at all - the launchers (objects) have been added to the terrain and are therefore part of the tree that gets traversed OnDraw etc. Why has it slowed up ? I've been through the code and removed everything that's redundant - there's virtually nothing to it.

Share this post


Link to post
Share on other sites
Advertisement
the only real way to test what's going on is to run a profile build and find out what the bottlenecks are for your engine. search around in the forums for suggestions on a profiling tool to use (i'd tell you, but i forget the name of the app i used to use at home).

-me

Share this post


Link to post
Share on other sites
What CPU and graphics card?

With most modern systems, FPS of 2 = OpenGL's Bad Software Rendering Mode. It could be something else entirely that's forced the system into software.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!