• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Civilwar

Display list performance

6 posts in this topic

Hi,

I am creating a simple 3D game, but I found a problem:

When I place 30 trees of ~1000 triangles (1 tree = 2 display lists (branches + trunk)), FPS are already below 50 - which is pretty bad :(

So, my question is:

Are display lists just a bad technique, or I am doing something wrong? Should I use VBOs instead?

Thanks for answers.

0

Share this post


Link to post
Share on other sites
1. nowadays u should use VBO, because display lists are deprecated
2. your problem in this case is that u have so many draw calls and probably drawing always the trunk and branches of each tree instead of first only the trunks and then the branches,
try to render all trees in 1 display list
1

Share this post


Link to post
Share on other sites
60 display lists is not a great number of calls to have any problem in drawing. I handled several thousands of calls per frame.

You are probably doing something wrong. Can you post your drawing code? Are you using only glCallList() for drawing?

If you are creating your lists in a draw call, that's the reason for a significant performance drop.

1

Share this post


Link to post
Share on other sites
I'm using Lib3ds to load 3ds models.

Here is how it creates display list for mesh.

[code] glNewList(mesh->user.d, GL_COMPILE);
Lib3dsVector *normalL=(Lib3dsVector *)malloc(3*sizeof(Lib3dsVector)*mesh->faces);
Lib3dsMaterial *oldmat = (Lib3dsMaterial *)-1;
Lib3dsMatrix M;
lib3ds_matrix_copy(M, mesh->matrix);
lib3ds_matrix_inv(M);
glMultMatrixf(&M[0][0]);

lib3ds_mesh_calculate_normals(mesh, normalL);

glBegin(GL_TRIANGLES);
for (int j=0; j<mesh->faces; ++j)
{
Lib3dsFace *f=&mesh->faceL[j];

Lib3dsMaterial *mat=0;
int tex_mode = 0;
if (f->material[0]) mat=lib3ds_file_material_by_name(file, f->material);

if( mat != oldmat )
{
if (mat)
{
if (mat->two_sided) glDisable(GL_CULL_FACE); else glEnable(GL_CULL_FACE);
if (mat->use_wire ) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST);
}
oldmat = mat;
}

int i;
if (f->user.i>0)
{
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,f->user.i);
}

glNormal3fv(f->normal);
for (i=0; i<3; ++i)
{
glNormal3fv(normalL[3*j+i]);
float scale=1;
if (mesh->texels>0)
{
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,mesh->texelL[f->points[i]][0]*scale, mesh->texelL[f->points[i]][1]*scale);
}
glVertex3fv(mesh->pointL[f->points[i]].pos);
}


}
glEnd();
free(normalL);
glEndList();
[/code]
0

Share this post


Link to post
Share on other sites
1. move all loading code out of the display list setting (it shouldn't make trouble, but I don't know what is called inside all those functions)

2. also move out texture related functions except texture coordinate setting. (why are you using glActiveTextureARB() if only GL_TEXTURE0 is used? Also glEnable(GL_TEXTURE_2D) is superfluous here.)

Try to enclose only loop and glNormal/glTexCoord/glVertex function calls inside glNewList/glEndList. What version of OpenGL are you using? Why there is aways ARB suffix? All those functions are in core since GL 1.3 or so.

1

Share this post


Link to post
Share on other sites
[quote name='Aks9' timestamp='1307988886' post='4822852']
1. move all loading code out of the display list setting (it shouldn't make trouble, but I don't know what is called inside all those functions)

2. also move out texture related functions except texture coordinate setting. (why are you using glActiveTextureARB() if only GL_TEXTURE0 is used? Also glEnable(GL_TEXTURE_2D) is superfluous here.)

Try to enclose only loop and glNormal/glTexCoord/glVertex function calls inside glNewList/glEndList. What version of OpenGL are you using? Why there is aways ARB suffix? All those functions are in core since GL 1.3 or so.
[/quote]

OMG!! I moved glBindTexture outside list and FPS increased from 50 to 500 :D :D


Thank you for advice. Too bad I can't give you more than one +rep.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0