Nice work,
P400 Celeron with Voodoo 1000
200 spheres
With culling : 55-60fps
without : 12.3fps.
skyline
Edited by - skyline on December 8, 2000 8:12:42 PM
Frustum Culling Demo Uploaded
Great Program!
1000 Spheres
FPS w/o culling: 6.7 FPS
FPS w/ culling : 30 FPS
System:
- PIII 750
- 128 MB
- TNT2
- Win98SE
1000 Spheres
FPS w/o culling: 6.7 FPS
FPS w/ culling : 30 FPS
System:
- PIII 750
- 128 MB
- TNT2
- Win98SE
The tutorial looks EXCELLENT! I was extremely impressed with it. I noticed a few graphical glitches, but they may be driver issues. I''ll publish the tutorial once I have the HTML! Interesting to see the benchmarks posted
toom, how many polys is each sphere? excellent tutorial, man! i appreciate it a lot! like everyone else here!
a2k
a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
Nehe: What kind of glitches? The only one I''m aware of is that if you switch between a window and fullscreen, the spheres and cubes disappear. This appears to be something in the glaux library, which I use for generating those objects.
The question about how many polygons: I don''t really know off hand, I call a glaux routine to generate each one on the fly. A much faster method would be to generate vertices for a unit sphere ahead of time and then scale and render it as needed.
Toom
The question about how many polygons: I don''t really know off hand, I call a glaux routine to generate each one on the fly. A much faster method would be to generate vertices for a unit sphere ahead of time and then scale and render it as needed.
Toom
Might as well ask it here.
What is dot product? I know how to perform it ofcourse, but what is its meaning?
I know if 2 vectors are orthogonal then their product is 0, but that''s it...
Thanks.
What is dot product? I know how to perform it ofcourse, but what is its meaning?
I know if 2 vectors are orthogonal then their product is 0, but that''s it...
Thanks.
alright. either way, the tutorial rocks. i''m still commending you. btw, i think maybe NeHe was referring to the disappearance of the lines on the grid when you''re at certain angles. it''s supposed to look like a solid grid of horizontals and verts, but sometimes one set of lines is missing.
a2k
a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
Thanks.
Haven''t noticed any problem with the lines, but it could be a lighting thing. They might look better if it was an actual grid of quads or triangles, instead of two sets of crossed lines, but they''re just there to help orient the user and really aren''t important to the culling demo. But if I can reproduce it I''ll try and fix it.
Toom
Haven''t noticed any problem with the lines, but it could be a lighting thing. They might look better if it was an actual grid of quads or triangles, instead of two sets of crossed lines, but they''re just there to help orient the user and really aren''t important to the culling demo. But if I can reproduce it I''ll try and fix it.
Toom
The link doesn''t work for me.
are u sure it''s still valid?
*pouts*
-PK-
are u sure it''s still valid?
*pouts*
-PK-
-PK-
Just go to www.markmorley.com/opengl/frustrumculling.html
The demo looks very nice as well as the source.
Open mouth, insert foot
Edited by - oglman on December 17, 2000 5:08:02 PM
The demo looks very nice as well as the source.
Open mouth, insert foot
Edited by - oglman on December 17, 2000 5:08:02 PM
This topic is closed to new replies.
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