sjk

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About sjk

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  1. 2 Display Lists slower?

    Wow thanks! That's a pretty nice tutorial. I guess I have a lot of reading to do. If anyone knows something about the display lists I would still appreciate it!
  2. 2 Display Lists slower?

    Your link to the recordings of the lectures looks really interesting I'll definitely save that. I also want to get into shaders but already figured it would be good to learn the fundamentals first. Like finding out what my display lists are up to.
  3. 2 Display Lists slower?

    Ha! Thank you so much that code looks much better now! As for why I'm using no shaders, I'm just starting out and haven't come that far yet. If you could point me in the right direction I would appreciate. it ;)
  4. Hi I'm making my first steps in game programming and tried to use display lists for the first time. I hope my code makes at least some sence at all. ;) For practice I'm making a 2D Jump n Run with a randomly generated world. My problem is that if I use more than one display list my fps start to drop. But with one list they improve. I'm using Java with lwjgl. The world is saved into a 2D array: [code] public static void generate() { //generate random world for (int col = 0; col < cols; col++) { for (int row = 12; row < rows; row++) { a[col][row]= (int) (Math.random()*3); } } //print world array to console for (int i =0; i < rows; i++) { for (int j = 0; j < cols; j++) { System.out.print(" " + a[j][i]); } System.out.println(""); } } public static void init() { // print world for (int col = 0; col < cols; col++) { for (int row = 6; row < rows; row++) { if(a[col][row]== 0) Blocks.loadSky(col,row); //why load sky? if(a[col][row]== 1) Blocks.loadDirt(col,row); if(a[col][row]== 2) Blocks.loadRock(col,row); } } }[/code] "generate()" generates the world at start and "init()" runs in my game loop and draws the world. I commented out my first approach without display lists. I had around 1400 fps at that time. Then I created only the dirt display list and my fps jumped up to 2700. (when the fps were 2700 the rocks were also rendering just without the list) But after I implemented my rock display list the fps dropped to 1500. [code] static int scale = 32; static int dirt; static int rock; //compile() compiles all block types which are later called by loadDirt etc... public static void compile() { //number of lists: dirt = glGenLists(2); //dirt block glNewList(dirt, GL_COMPILE); textureLoader.dirt.bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(-16,-16); glTexCoord2f(1.0f,0); glVertex2f(-16,16); glTexCoord2f(1.0f,1.0f); glVertex2f(16,16); glTexCoord2f(0,1.0f); glVertex2f(16,-16); glEnd(); glEndList(); rock = dirt+1; glNewList(rock, GL_COMPILE); textureLoader.rock.bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(-16,-16); glTexCoord2f(1.0f,0); glVertex2f(-16,16); glTexCoord2f(1.0f,1.0f); glVertex2f(16,16); glTexCoord2f(0,1.0f); glVertex2f(16,-16); glEnd(); glEndList(); } public static void loadDirt(int col, int row) { /* textureLoader.dirt.bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(scale * col - scale/2,scale * row - scale/2); glTexCoord2f(1.0f,0); glVertex2f(scale * col - scale/2,scale * row + scale/2); glTexCoord2f(1.0f,1.0f); glVertex2f(scale * col + scale/2,scale * row + scale/2); glTexCoord2f(0,1.0f); glVertex2f(scale * col + scale/2,scale * row - scale/2); glEnd();*/ //store current Matrix glPushMatrix(); //col and row change all the time => find save format to save the world //System.out.println(col); //move block in position glTranslatef((scale*col),(scale*row),0); //call dirt list glCallList(dirt); //restore old Matrix glPopMatrix(); } public static void loadRock(int col, int row) { /* textureLoader.rock.bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(scale * col - scale/2,scale * row - scale/2); glTexCoord2f(1.0f,0); glVertex2f(scale * col - scale/2,scale * row + scale/2); glTexCoord2f(1.0f,1.0f); glVertex2f(scale * col + scale/2,scale * row + scale/2); glTexCoord2f(0,1.0f); glVertex2f(scale * col + scale/2,scale * row - scale/2); glEnd();*/ glPushMatrix(); glTranslatef((scale*col),(scale*row),0); glCallList(rock); glPopMatrix(); } public static void loadSky(int col, int row) { }[/code] What I don't understand is, why is the game running faster with one list which creates only the dirt but is almost as slow as before if I use almost the same one for the rock? Let me know if you need any more information and I hope that makes sense at all. Thanks! And how can I post my code an keep its format? Would probably be better to read.