allright tnx much for testing, testing is always welcome
tie55c - 18ms to 34ms (holding F1 - 12 ms to 29ms)
In default resolution (550x400), I'm for some reason unable to switch it.
unable to switch? this is most mysterious thing-
have you got mouse with wheel ? - rolling it up toggles to fullscreen
rolling down 'frees' the cursrsor co you could drag the edges etc
what it looks like - this 'unable to switch' ?
as to z fighting this is becouse my "vertex depth clipping" i mean i do
testing of each triangle vertex if all 3 vertices are "depth out" i do not rasterize it - it brings the artifacts but improves speed (you can off it by holding of v - i dont see this artifacts as clearly as you, come triangles
blinks but it was not so much problem to me - worse thing is plastic lightning (if v pressed are there still those z problems? i cannot clearly distinguish it) [tnx for info]
[attachment=22257:bar.jpg]
those two numbers show (24 192) triangles that are actually called to BurnOutTriangle2D routine (95 107) all triangles in the model - so it show
that 70k triangles is out by this "vertex depth test" of my "invention"
(this reduces many calls but got times 40 ms (without this depth clip, with no sllep - (both f1 and v pressed)) agianst 34 ms (with this clipping on (only f1)
I got curiously high value on empty space when sheep is in rear space (about 17-20 ms (i give numbers with no sleep) where each traingle is clipped by near plane test (even before the projection just matrix transformation - its strangely high maybe*)
ps. most strange is this inability to switch to other resolution (need tu use mouse wheel roll - than it should work, if no please give a description)
(nice that it worx on linux, i would like to write 'wine friendly' if possible)
*maybe this is becouse the size of the model vertex array
- this is nearly 100k triangles, each triangle is 9 floats that is 36 bytes
so input size of this model is about 3.5 MB, the size of the framebuffer is 550x400x4 this is 2200x400 this is 880000 , 0.9 MB
same with depth buffer - so the model itself is twice as large as
summ of the screen buffers
wonder if storing this in separate vertex separate index arrays could
shring the input model size making things faster - i was not yet doing this (this model it taken from blender option to sawe oryginal blender model to raw faces, probably there could be something to save this as sperate vertex and index (if somebody could hint something* i could test it - blender is complx in use so im not sure)
* or yet better send me something free to use in this format (separate vertices separate indexes) in raw format ;/ then i could test
(need also write an some more elaborate format loader but im a bit scary as riding format specyfications is often a bit scary to me)