Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


How can I speed up this OpenGL routine?

This topic is 6379 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

Heya....I was wondering if anyone could offer me some advice on speeding up some code which appears to be the major bottleneck in my program. Its the graphics drawing part, which I appreciate is going to be a bottleneck anyway, but if I''m doing something that might be a bit slow, I want to know.... Anyway - this function is called every frame:
int DrawGLScene(GLvoid)	// Here''s Where We Do All The Drawing

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer

	glBindTexture(GL_TEXTURE_2D, texture[0]);		// Select Our Texture

	glLoadIdentity();				// Reset The View Before We Draw the particles

	glTranslatef(0.0f,0.0f,zoom);			// Zoom Into The Screen (Using The Value In ''zoom'')

	glRotatef(rotate,0.0f,1.0f,0.0f);   //rotate view	

	for (int i=0; i<pList.size(); i++)				// Loop Through All The particles

		glRotatef(-rotate,0.0f,1.0f,0.0f);   //rotate view back to facing screen - draw particles face on

	return TRUE;								// Everything Went OK

OK - some explanation might be called for. Its a particle engine. pList is a vector of pointers to each particle object. Each frame, I reset the view matrix, zoom into the screen & rotate according to user set variables, then enter a loop that goes through each particle, translating to the particles location:
void particle::translate()
then rotating backwards to billboard the particle, & drawing the particle:
void particle::drawParticle(GLuint& displayList)
	if(lifespan > 5)
		glColor4ub(r,g,b,255);			//Draw at full color

		glColor4ub(r,g,b,255*lifespan/5);  //Fade out while dying

The top part sets the color, including a fade out as the particle nears the end of its life. Then I use a display list to draw the particle. The display list was defined in startup as
GLvoid BuildLists()					// Build Box Display List

	particleDisplay=glGenLists(1);				// Building One List

	glNewList(particleDisplay,GL_COMPILE);			// New Compiled box Display List

	glBegin(GL_TRIANGLE_STRIP);			// Begin Drawing The Textured Quad

		glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.25f, 0.25f, 0.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.25f, 0.25f, 0.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.25f,-0.25f, 0.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.25f,-0.25f, 0.0f);
	glEnd();				// Done Drawing The Textured Quad	

Hmmm - that was a lot of code. So, assuming you''ve read this far - any hints? I was wondering if I could group those matrix translations & rotations into one operation, but can''t quite figure it out... Cheers Catfish

Share this post

Link to post
Share on other sites
Well....not a major optimisation i nthe short run,you should try to minimise the number of times you divide.Division costs more than multiplication.So in your code:


you could write this:
glColor4ub(r,g,b,255*lifespan * 0.2);

Just a little thought

Share this post

Link to post
Share on other sites

  • 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!