I’get quite confused with my pb of performance.
So, to sump up:
-Win2000 + win AGP fix
-VIA chipset + latest AGP fix
-GeForce2/64Mb, Detonator 6.31 (latest)
-pure Win32 application
-using PerformanceCounter for fps
Okay, onto the performance :
-640x480x32 + stencil buffer (tried without)
geometry = 8000 vertices, dispatched in a dozen display list, so let’say 10 DL, each with 1000 vertex arranged in 10 triangle strips of 100 vertices.
My striping code achieve a effiency of 1.25/3
(ie for a 300 vertices mesh, it will make
a 125 vertices triangle strips : quite good! not fast, but efficient).
Each DL is GL_COMPILE.
No abusive state change (at all!)
No stack overflow or abuse (checked).
Each mesh is drawn using N small display list
(around 500 vertex max), imbedded in
another DL (hierarchical DL).
Each inner DL is made with glDrawElements(GL_TRIANGLE_STRIP).
1 light, no texturing at all.
Problem is : 25 fps ! ONLY ???
in 640x480? (tried fullscreen and windowed)
Without DL (direct call to glDrawElements
with corresponding glVertexPointer each time)
My question is :
-Is it normal to get such a loooow framerate on such a card ?
Your help may be :
-a pointer to some src that achieve 60fps
with 10000 vertex in 10 objects…
(I know some of you can do this :-> )