glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(200, 0);
glVertex2i(200, 200);
glVertex2i(0, 200);
glEnd();
glBegin(GL_QUADS);
glNormal3i(0, 0, 0);
glNormal3i(200, 0, 0);
glNormal3i(200, 200, 0);
glNormal3i(0, 200, 0);
glEnd();
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(200, 0);
glVertex2i(200, 200);
glVertex2i(0, 200);
glEnd();
glBegin(GL_QUADS);
glNormal3i(0, 0, 0);
glNormal3i(200, 0, 0);
glNormal3i(200, 200, 0);
glNormal3i(0, 200, 0);
glEnd();
Quote:Original post by anist
because your not actually drawing anything maybe? drawing nothing (ie: no vetecies) is less expensive than actually drawing something.
Quote:Original post by NewBreed
Hi guys.
Thanks very much for your comments. I've tried switching to glVertex3f and although the fps increases, it's certainly not drastic. What I don't get is, why would draing a quad be so expensive? There's no optimisations in there, but still... it's just a quad.
Thanks for your time.
NB
Quote:Original post by Brother Bob
Who says the performance drop is drastic and just drawing a single quad is expensive? Look at the rendering times; you decrease the framerate from 5000 FPS to 1500 FPS. That means the quad scene takes about 0.47 milliseconds longer per frame to render. That is the same drastic performace drop you have when going from 30 fps to 29.6 fps. Hardly noticable in other words.
You're making linear conclusions out of a nonlinear quantity. FPS is not linear, but rendering time is. That is what you should measure and draw conclusions from.
Quote:Original post by ScottC
With glVertex functions, you'll be sending vertices individually to the video card, it has quite an impact on performance compared to sending a large array all at once. If you use vertex arrays, you'll see a massive performance increase.
from.
Quote:Original post by NewBreedQuote:Original post by Brother Bob
Who says the performance drop is drastic and just drawing a single quad is expensive? Look at the rendering times; you decrease the framerate from 5000 FPS to 1500 FPS. That means the quad scene takes about 0.47 milliseconds longer per frame to render. That is the same drastic performace drop you have when going from 30 fps to 29.6 fps. Hardly noticable in other words.
You're making linear conclusions out of a nonlinear quantity. FPS is not linear, but rendering time is. That is what you should measure and draw conclusions from.
Ah, is that the seconds per frame? How do you calculate that? If SPF is a better measurement of performance than FPS, then why do people tend to quote FPS as opposed to SPF?