engine now slow using "Opengl Game Programming"
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.
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
-me
more... I've now commented out anything to do with drawing the launchers - I don't even do the frustrum check.
still FPS=2
still FPS=2
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.
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.
Did you install your video card's drivers. If you have windows xp or any other os it could be that those drivers suck.
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