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Speeding up Opengl.

Started by September 13, 2000 07:59 AM
3 comments, last by Wavarian 24 years, 5 months ago
Hey there pplz, Ive been creating a pretty ''crapy'', as some may call it, gaming engine for personal use mainly, and have come up with a problem concearning textures. Is there any OpenGL commands or techniques i could possibly use to cut back on some of the cpu usage involved in displaying these 7kb jpeg images? I don''t even mind if the textures become a little dodgy. Also, does anyone know how to keep a game going at a constant frame rate? --> another problem ive been having. Cheers -- jANuS
First of all, you need to be more specific on why its running slow. How many vertexes are in the scene and how many are you sending to OpenGL? (Are you just sending everything and letting OGL sort it out? )
Last try multiplying everything by the milliseconds since your last rendering over 1000 (1000ths of a second, then if you want something to move at 2 m/s do this: var += 2*timesincelastrender; )

hope that helps

-TipTup

TipTup.Com
Speared Fish Design Studios

My GameDev.Net Profile
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Play around with textures filters
(you can find me on IRC : #opengl on undernet)
Optimize by grouping your primitives/polygons by states changes.
Don''t forget that OpenGL is a state machine (as any electronic device) even if it''s an API.

So you must avoid doping costly change often.
Group by texture, material...

(Have a look @ OpenGL.org website, there are severals examples/helps)

-* So many things to do, so little time to spend. *-
-* So many things to do, so little time to spend. *-
Thankyou All! I cannot begin to believe how much my scene has sped up!


-- Wavarian

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