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Bottleneck detection

Started by August 15, 2003 10:48 AM
1 comment, last by alex997 21 years, 6 months ago
I was wondering what methods there are for detecting the bottleneck in an openGL program? It''s out of personal interest for future reference, but I thought it''d make interesting reading for anyone else here if we compile a summary. The one I can think of is running the app in a window and resizing it. If decreasing the size of the window increases the framerate, the program is fill-rate limited, and is probably suffering from overdraw. AFAIK, a possible remedy is to draw the furthest objects first and let the depth-buffer do some culling. Alternatively just do anything to reduce the number of polys (space partitioning etc). I''m fairly new to this so I welcome any corrections to the above! What other tests are there that might show a bottleneck?
quote:
Original post by alex997
AFAIK, a possible remedy is to draw the furthest objects first and let the depth-buffer do some culling.


You''d actually want to draw the closest objects first so that objects further away fail on depth test and don''t write to the framebuffer.

Enigma

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Duh, silly me! Yes, you''re right...

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