Software OpenGL render
Hiya
I''m working on a OpenGL render in that uses OpenGL in software. Any tips for making less slow? What sorts of things are to be avoided? What things are -really- slow in OpenGL software. Any tips? (Like what texture setting are the fastest in software.) Words of advice? Thanks any comments would be useful. Doesn''t matter if something is slow in hardware and fast in software, we have a different version for hardware.
Thanks for any help.
Catch ya later
JAB
you know that ogl must have hardware support....
so if you wanna to use ogl in software do so:
1)turn off glClear(GL_COLOR_BUFFER_BIT)
2)you you can aloso turn off depth buffer
3)use double buffer
but i dont understand why you want use ogl so.
second way(if you play game not programing) use GLDirect from SciTech - it provide ogl thought directx. more faster but there are a lot of bugs.
so if you wanna to use ogl in software do so:
1)turn off glClear(GL_COLOR_BUFFER_BIT)
2)you you can aloso turn off depth buffer
3)use double buffer
but i dont understand why you want use ogl so.
second way(if you play game not programing) use GLDirect from SciTech - it provide ogl thought directx. more faster but there are a lot of bugs.
Running OpenGL in software.
Why? Because we need our software running on all machines, and there is a problem getting our engine running on all cards, so we are making it possible to run in software so everyone can run our software, even poorly.
Later we are going to totally rewrite the engine (I''m new here, and I see the engine isn''t written for speed), and hopefully get it running on more machines.
It''s a stop cap basicly, till we have time to do something more elligenlt.
Catch ya later
JAB
Why? Because we need our software running on all machines, and there is a problem getting our engine running on all cards, so we are making it possible to run in software so everyone can run our software, even poorly.
Later we are going to totally rewrite the engine (I''m new here, and I see the engine isn''t written for speed), and hopefully get it running on more machines.
It''s a stop cap basicly, till we have time to do something more elligenlt.
Catch ya later
JAB
if you wanna to make a game runing on all mashines you may use java( and it contain 3d and 2d graphic). aloso you can get opengl sourse or use quake 1 graphic engine.
or use MGL it can provide 3d and 2d via DX,openGL,winX,.....
runs only on x86(dos win .... beos may be others i test just this)
opengl must have acsel. it can be processor if it cool( powerGL for example)
if you wanna to get quake 1 sourse mail me to kashey_2000@mail.ru
or on my icq 94402049
if you wanna to get ogl sourse use MGL it contain sourse of half of glut ogl .... 3d 2d speed upers(BPS trees and other features)
if you havent they i can give.
or talk with my friend glVelosity(.gamedev.net)
or use MGL it can provide 3d and 2d via DX,openGL,winX,.....
runs only on x86(dos win .... beos may be others i test just this)
opengl must have acsel. it can be processor if it cool( powerGL for example)
if you wanna to get quake 1 sourse mail me to kashey_2000@mail.ru
or on my icq 94402049
if you wanna to get ogl sourse use MGL it contain sourse of half of glut ogl .... 3d 2d speed upers(BPS trees and other features)
if you havent they i can give.
or talk with my friend glVelosity(.gamedev.net)
As a rule of thumb:
1. Use really low resolution texture maps.
2. Use GL_NEAREST when filtering the textures.
3. Don''t use ANY blending with the MS software driver.
4. Try to use one of the Quake MiniGLs if you can - their SW rendering is pretty good.
5. Did I mention small texture maps?
6. Cut down fill rate by rendering to a really low resolution.
7. Umm, no fog.
8. On second thoughts, turn texturing off...
Paul.
1. Use really low resolution texture maps.
2. Use GL_NEAREST when filtering the textures.
3. Don''t use ANY blending with the MS software driver.
4. Try to use one of the Quake MiniGLs if you can - their SW rendering is pretty good.
5. Did I mention small texture maps?
6. Cut down fill rate by rendering to a really low resolution.
7. Umm, no fog.
8. On second thoughts, turn texturing off...
Paul.
paul....
in you case the result will be not a cool game for quake fathers
it will be fucked sucks.
jab_joe dont listen to him(execept gl mini driver from quake)
addons:
use GL_CULL_FACE - speed will grow up 2x
use GL_DECAL no GL_MODULATE for texturing
and dont be stuped. make good thing for million not a dredfull thing for billion
kashey-deadless
in you case the result will be not a cool game for quake fathers
it will be fucked sucks.
jab_joe dont listen to him(execept gl mini driver from quake)
addons:
use GL_CULL_FACE - speed will grow up 2x
use GL_DECAL no GL_MODULATE for texturing
and dont be stuped. make good thing for million not a dredfull thing for billion
kashey-deadless
!!!!!!!!!!!!!!!!!!!joe you can dance!!!!!!!!!!!!!!!!!!!!!!!!!!!
i forgot that SGI made long time ago the super-puper thing named SGIgl -- - - it is a software ogl... thing you are looking for
can fully provide all ogl operations....
..........but all demos i see was in 320x200 why?
i dont know
i wish it was mistake.
use it at all.
i forgot that SGI made long time ago the super-puper thing named SGIgl -- - - it is a software ogl... thing you are looking for
can fully provide all ogl operations....
..........but all demos i see was in 320x200 why?
i dont know
i wish it was mistake.
use it at all.
It would be in 320x200 because otherwise it would be almost as slow as [something really slow]. The lower the resolution the less filling you have to do. Software is also only really fast enough in 8-bit color. 16-bit color is very slow.
Please state the nature of the debugging emergency.
Please state the nature of the debugging emergency.
??? Not sure what that was all about
Anyway, SGIs software renderer was actually pretty good.
It doesn''t do proper alpha blending at all, it does stipple alpha instead, which looks turd at low resolutions but is fast.
Oh and cull_face isn''t guarunteed to speed you up at all - its totally scene dependant. The best way to ''cull'' is not to render things outside the frustum.
Anyway, SGIs software renderer was actually pretty good.
It doesn''t do proper alpha blending at all, it does stipple alpha instead, which looks turd at low resolutions but is fast.
Oh and cull_face isn''t guarunteed to speed you up at all - its totally scene dependant. The best way to ''cull'' is not to render things outside the frustum.
the sgi software renderer is about 3x quicker than ms''s one, though i cant say i recommend it. though as gl was designed from the start to work with hardware acceleration its software rendering wont be as good as say d3d''s software rendering. it''ll prolly be best to use a wrapper eg GLdirect
http://members.xoom.com/myBollux
http://members.xoom.com/myBollux
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