Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

144 Neutral

About _OskaR

  • Rank

Personal Information

  • Interests
  1. Hi, I have an OpenGL application but without possibility to wite own shaders. I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
  2. Looks like the rendering takes only small part of each frame. I'm loosing ~90% of performance because of using eglMakeCurrent funcion in each frame (twice). Drawing scene - 1-2ms, eglMakeCurrent - 10-20ms. I found info that better not to use it so often but I need to draw on two screens.
  3. I tried for 1024x1024 - 22 fps and 512x512 - 36 fps. I also checked it for single FBO (still rendering twice, the same amount of bind/unbind operations etc.) - 30 fps instead of 23 (1024x768). Strange. Maybe if we use another buffer, the data needs to be moved somewhere and we have performance loss?
  4. Hi   I added FBO support but looks like the performance is much lower than I expected. I'm using two screens (scene rendered for two cameras). Without FBO I have 55 fps. After adding it (texture 1024x768) - it's only 26 fps.   I also checked different configurations: 1. "Slower" - scene rendered 4 times + 2 quads with texture: Camera1 to FBO1 Camera2 to FBO2 Screen1: Camera1 - fullscreen, Camera2 - FBO2, shown on small quad Screen2: Camera2 - fullscreen, Camera1 - FBO1, shown on small quad Results (for different texture size): 256x256 - 50 fps 1024x768 - 30 fps 2048x2048 - 9 fps   2. "Faster" - scene rendered 2 times + 4 quads with texture: Camera1 to FBO1 Camera2 to FBO2 Screen1: Camera1 - FBO1, fullscreen, Camera2 - FBO2, shown on small quad Screen2: Camera2 - FBO2, fullscreen, Camera1 - FBO1, shown on small quad 256x256 - 43 fps 1024x768 - 23 fps 2048x2048 - 8 fps   I'm using device with Vivante gc2000.   Part of code: // ## rendering to texture1 ##: glViewport(0, 0, 1024, 768); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // drawing scene glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, 1024, 768); // ## rendering to texture2 ##: // (performed for 2nd FBO) eglMakeCurrent(...);// setting screen1 // drawing fullscreen quad with FBO1 // drawing small quad with FBO2 eglSwapBuffers(...);// for screen1 eglMakeCurrent(...);// setting screen2 // drawing fullscreen quad with FBO2 // drawing small quad with FBO1 eglSwapBuffers(...);// for screen2 Do I need to change/add something or the device is not enough fast for using FBO?
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!