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    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System; using System.Collections.Generic; using System.IO; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> vertices; private static List<Vector2> textures; private static List<Vector3> normals; private static List<int> indices; private static float[] verticesArray; private static float[] normalsArray; private static float[] texturesArray; private static int[] indicesArray; private static string[] lines; public static RawModel LoadObjModel(string filename, Loader loader) { if (!File.Exists("Contents/" + filename + ".obj")) { throw new FileNotFoundException("Error: wavefront file doesn't exist path: " + filename + ".png"); } vertices = new List<Vector3>(); textures = new List<Vector2>(); normals = new List<Vector3>(); indices = new List<int>(); lines = File.ReadAllLines("Contents/" + filename + ".obj"); try { foreach (string line in lines) { if (line == "" || line.StartsWith("#")) continue; string[] token = line.Split(' '); switch(token[0]) { case ("o"): string o = token[1]; break; case "v": Vector3 vertex = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); vertices.Add(vertex); break; case "vn": Vector3 normal = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); normals.Add(normal); break; case "vt": Vector2 texture = new Vector2(float.Parse(token[1]), float.Parse(token[2])); textures.Add(texture); break; case "f": texturesArray = new float[vertices.Count * 2]; normalsArray = new float[vertices.Count * 3]; verticesArray = new float[vertices.Count * 3]; indicesArray = new int[indices.Count]; int vertexPointer = 0; foreach (Vector3 vex in vertices) { verticesArray[vertexPointer++] = vex.X; verticesArray[vertexPointer++] = vex.Y; verticesArray[vertexPointer++] = vex.Z; } for (int i = 0; i < indices.Count; i++) { indicesArray[i] = indices[i]; } break; } } } catch (FileNotFoundException f) { throw new FileNotFoundException($"OBJ file not found: {f.FileName}", f); } catch (ArgumentException ae) { throw new ArgumentException("OBJ file is damaged", ae); } return loader.loadToVAO(verticesArray, texturesArray, indicesArray); } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
    • By mike44
      Hi
      I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so?
      Many thanks
       
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OpenGL Still slow with display lists

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Hi, the other week i startet a thread about my slow program. It seemed that the problem was that i drew in immidate mode but i discovered its not so. I got the exact same FPS in both immidiate mode and with display lists. When i disabled the textures the FPS only dropped a few values. I just dont know whats going on. Im only drawing 12*8 quads. Main.cpp:
#include "fhInclude.h"

int main(int argc, char *argv[])
{
SDL_Init( SDL_INIT_VIDEO );

SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );

SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

SDL_Surface *screen;
screen = SDL_SetVideoMode( 800, 600, 24, SDL_OPENGL | SDL_SWSURFACE );

glViewport( 0, 0, 800, 600 );

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0f, 800.0f, 600.0f, 0.0f, 0.0f, -2.0f );

glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 2.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 200.0f, 300.0f, 1.0f ); 

//variables for handling FPS (frames per second)
bool done = false;
SDL_Event evt;
int FPS     = 0;
int pastFPS = 0;
int past    = 0;
int currentTime = 0;

//variabels for key-states
int KeyLeft = 0; //0 means key is up, 1 means its down
int KeyRight = 0;
int KeyUp = 0;
int KeyDown = 0;

int SecKeyLeft = 0; //0 means key is up, 1 means its down
int SecKeyRight = 0;
int SecKeyUp = 0;
int SecKeyDown = 0;

int mode = 4;

fhTexture test;
test.Load( "image.jpg" );

fhSlice testSlice;
testSlice.txtr = &test;
testSlice.slice = new fhCoord;
testSlice.slice->x = 0;
testSlice.slice->y = 0;
testSlice.slice->x2 = 800;
testSlice.slice->y2 = 600;
testSlice.amount = 1;

testSlice.Compile();

int x = 0;
int y = 0;

int w = 800;
int h = 600;

int tx = 0;
int ty = 0;

while( 1 )
{
  //Handling FPS counter
  if( SDL_PollEvent(&evt) )
  {
      if (evt.type == SDL_QUIT)
        done = true;
  }
    
  currentTime = SDL_GetTicks();
  past = SDL_GetTicks();
  FPS++;
    
  //Checking if one second has passed and printing FPS to top of window
  if ( currentTime - pastFPS >= 2000 )
  {
      static char buffer[20] = {0};
      sprintf( buffer, "%d FPS", FPS/2 );
      SDL_WM_SetCaption( buffer,0 );
      FPS = 0;
      pastFPS = currentTime;
  }
  
  glClear(GL_COLOR_BUFFER_BIT);
  glLoadIdentity(); // Reset the view
  
  if (mode == 0)
  {
    //Checking key-states and changing the projection position
    if (KeyLeft) x--;
    if (KeyRight) x++;
    if (KeyUp) y--;
    if (KeyDown) y++;
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
  }
  else if (mode == 1)
  {
    if (KeyLeft) w--;
    if (KeyRight) w++;
    if (KeyUp) h--;
    if (KeyDown) h++;
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
  }
  else if (mode == 2)
  {
    if (KeyLeft) tx--;
    if (KeyRight) tx++;
    if (KeyUp) ty--;
    if (KeyDown) ty++;
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
  }
  else if (mode == 3)
  {
    if (KeyLeft) tx--, w--;
    if (KeyRight) tx++, w++;
    if (KeyUp) ty--, h--;
    if (KeyDown) ty++, h++;
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
    test.Draw( x, y, tx, ty, w, h );
  }
  else if (mode == 4)
  {
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    glCallList(*testSlice.data);
    
  }
  
  SDL_GL_SwapBuffers();
  
    // Poll for events, and handle the ones we care about.
    SDL_Event event;
    while (SDL_PollEvent(&event)) 
    {
      switch (event.type) 
      {
      case SDL_KEYDOWN:
        switch (event.key.keysym.sym)
        {
        case SDLK_LEFT:
          KeyLeft = 1;
          break;
        case SDLK_RIGHT:
          KeyRight = 1;
          break;
        case SDLK_UP:
          KeyUp = 1;
          break;
        case SDLK_DOWN:
          KeyDown = 1;
          break;
        }
        break;

      case SDL_KEYUP:          
        switch (event.key.keysym.sym)
        {
        case SDLK_ESCAPE:
          // If escape is pressed, return (and thus, quit)
          test.Free();
          return 0;
        case SDLK_LEFT:
          KeyLeft = 0;
          break;
        case SDLK_RIGHT:
          KeyRight = 0;
          break;
        case SDLK_UP:
          KeyUp = 0;
          break;
        case SDLK_DOWN:
          KeyDown = 0;
          break;
        case SDLK_SPACE:
          mode++;
          if (mode == 5) mode = 0;
          break;
        }
        break;

      case SDL_QUIT:
        return(0);
            }
        }
    }
  
  SDL_Quit();
  return 0;
}

As i said last time, the code isnt in its best shape as i have been trying to change a lot of stuff...

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I think your using sdl/opengl software mode.

Try doing:

SDL_SetVideoMode( 800, 600, 24, SDL_OPENGL | SDL_HWSURFACE );

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Display lists are barely any faster than immediate mode. You'll see a much better performance difference if you switch to Vertex Arrays or Vertex Buffer Objects.

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I don't believe the above is true. Most literature says Display Lists are very fast, the downside is the memory overhead for storing all the calls.

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Quote:
Original post by Boder
I don't believe the above is true. Most literature says Display Lists are very fast, the downside is the memory overhead for storing all the calls.


I've seen quite a bit of old literature suggesting display lists are fast, but if you're willing to really dig deep down into the documentation on the nvidia developer page, you'll see that for about 2-3 years, they've been trying to nudge people away from using display lists for anything more than speeding up state changes. Here's just one example:

slide 13

I don't exactly know why display lists aren't as fast as vertex buffer objects, but if you benchmark it, I'm sure you'll see a significant difference. In my own experiences, I've found the benefit of display lists to be barely noticeable while the benefit of vertex buffers is usually an order of magnitude.

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Yep, it's unfortunate that the documentation at opengl.org is version 1.1 and NeHe also shows display lists first.

Thanks for the reference cwhite.

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Actually, for purely static geometry, display lists can still beat vertex buffer objects by a few points. You have to make sure the display lists contain ONLY geometry, though, and compile them with GL_COMPILE -- if you compile with GL_COMPILE_AND_EXECUTE, it won't be fast.

I e, something like:

set material state (textures, etc)
if don't have display list
GL_COMPILE
glBegin
glVertex ...
glEnd
capture display list
endif
draw display list

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The real problem is that OpenGL doesn't require hardware to be certified to quite nearly the same extent as DirectX. There are lots of things marked as "implementation specific" or "implementation dependent." For these things, the official OpenGL party line might be that two things should perform similarly, but Nvidia and ATI might have found that setting up their drivers or their hardware a certain way makes common API usages fast and uncommon API usages slow. For deep understanding of performance issues, you really need to sort through documents from the hardware vendors.

And to respond to hplus' insight, all of my previous benchmarking was done on code where the display lists encapsulated both state changes and geometry, so I don't have any intuitive sense for the performance of display lists when they are purely geometric. I would, though, wonder about how a display list could take advantage of the vertex cache the same way a well-optimized mesh with an index buffer can.

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