DrawIndexedPrimitive
hi,
i have a question. I have a small application with 16 from .raw heighmap generated raw files.
now every of this 16 Meshes has around 130k triangles and if i draw them with frustum cull i get around 33 fps. Now i found out that my application requires
140mb ram and i simplified the meshes. Now i have 16 32.7k triangle terrains.
the strange thing is with the 16*130k triangles my app runs at 33 fps with the
16*32k triangle terrains the app runs at 22fps.
So my question is, has it something to do with the DrawIndexedPrimivite?
I do not see any reasons why it gets slower because
1) i have 4times fewer vertices
2) i have not 1024 bounding boxes to AABB/frustum, now i only have
256
And if the DrawIndexedPrimitive is the problem is there any general amount of vertices i should give this function like for example 2000 or 3000?
thx for any help ;)
How many DIP calls are you making before/after? That can have a big impact.
Also, if you're storing them in ID3DXMesh objects are you optimizing them once you've simplified them? A distinct possibility is that your original code has good post-transform cache utilization and sequential memory reads, but your simplification has destroyed any coherancy and you're not benefiting from these hardware optimizations anymore.
Has anything else changed?
hth
Jack
Also, if you're storing them in ID3DXMesh objects are you optimizing them once you've simplified them? A distinct possibility is that your original code has good post-transform cache utilization and sequential memory reads, but your simplification has destroyed any coherancy and you're not benefiting from these hardware optimizations anymore.
Has anything else changed?
hth
Jack
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