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weird framrate issue

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All Im doing is drawing a skybox (5 quads), a floor (1 quad). When i stand in the vicinity of the middle of the floor, my framerate drops to 40. If i stand anywhere else, i get anywhere from 70-80 fps! Anybody have any experience/clues as to what might be causing this unusual hitch? ~ I am a DirectX to OpenGL convert! ~

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are you using texture filtering for the floor?



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i am doing...

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

But that still doesnt explain a huge loss in framerate just because im standing in the middle OR because im looking at a big portion of the room.

NOTE: I have my floor texture tiled by 14.

~ I am a DirectX to OpenGL convert! ~

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I think you are right about this!
I changed my texuring to be 1 large texture map, i get much better framerates.
I also disabled the texture filtering, i get consistent 80fps.

It appears that the greater numbers of tiles for the texture, the greater the loss.
But I never wouldve guessed this!
Unless Im doing something terribly inefficient in drawing the floor - i have no clue.

~ I am a DirectX to OpenGL convert! ~

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I''ve seen where high rates of texture repeat can cause a slowdown, perhaps all that normalization?

Is the floor 1 big quad vs. say a 14x14 mesh, each cell with a single texture repeat?

zin

zintel.com - 3d graphics & more or less

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using smaller polygons is always faster than using one pig polygon
optimal size is 256*256 and a texture of 128*128 so you overscale the texture a bit and voila you have a good looking
and faster to render terrain without stupid repeating of the same texture

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