I am running a Geforce MX on NT4. My scene is has 244 quads each textured with a different 66x66 RGBA texture. The problem is the frame rate is about 1/2 second per frame. (No NTSC around here.) What can I do to speed things up?
I have used glBindTexture to associate each bitmap with a name.
All textures are have been loaded into residency status using
glTexParameter(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,1.0) during binding.
I have omitted PFD_GENERIC_ACCELERATED and PFD_GENERIC_FORMAT from PIXELDESCRIPTORFORMAT.dwFlags so the ICD is used.
I have implemented back-face culling so roughly half the quads are dumped.
I have also implemented some crude frustum polygon culling so more quads are dumped.
I have one light activated and most textures are subject to glAlphaFunc. Each frame is about 600x600 pixels.
After culling my code only sends about 35-60 quads to OpenGL to be rendered. That means only 1MB of textures out of a total of 4MB is actually used at any given time. I don’t think that sounds too extreme considering my card has 32MB RAM.
Any suggestions?