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big problem of frames per second

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Hi, i display my model (about 10000 triangles) without texturing and i have about 200 fps with the per fragment lighting. But when i execute the texturing code i just have about 7 or 10 fps... these are code parts :
int main(int argc, char *argv[])
	myLoader= new loader3ds() ;
	glutInit (&argc, argv) ;
	glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH) ;
	glutInitWindowSize (640, 640) ;
	glutInitWindowPosition (250,250) ;
	glutCreateWindow (argv [0]) ;

	glEnable( GL_DEPTH_TEST );
	glClearColor(0, 0, 1, 0);
	myLoader->lighting() ;
	myLoader->loadTextures() ;
	glutReshapeFunc (reshape) ;
	glutKeyboardFunc (keyboard) ;
	glutDisplayFunc (display) ;

	loadShader *myShaderLoader = new loadShader("vertexShader.vert", "fragmentShader.frag");

	glutMainLoop () ;
	return 0 ;

void loader3ds::loadTextures ()
	glGenTextures (myLoader->getCounterObj()+1, texname);	
	int i ;
	for(i=0 ; i <=/*1*/ myLoader->getCounterObj() ; i++)
		if(strlen(myLoader->myObjects[i].textureNames) > 0)
			SDL_Surface *texture=IMG_Load(myLoader->myObjects[i].textureNames/*"wood_b.jpg"*//*"bois.bmp""eyeball.tif"*//*"eyeball.JPG"*//*myLoader->myObjects[i].textureNames*//*"wood_b.TGA""herbe.bmp"*/);
			cout<<"texture "<<texture<<" nomTex "<<myLoader->myObjects[i].textureNames<<endl ;//gérer le compteur d'objets dans 0xa300
			glBindTexture (GL_TEXTURE_2D, texname[i]) ;
			glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
			glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
			glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h,
					0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
        //delete texture
	glEnable(GL_TEXTURE_2D) ;

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Original post by vNistelrooy
Post your main loop code.

He meant, post your rendering code. That's probably where the problem resides.


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