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OpenGL BSP Tree Demo Online

Started by December 23, 2000 07:02 PM
14 comments, last by DaWizard 23 years, 10 months ago
There may be one reason for the drop in FPS: the bitmapped fonts that display the FPS and other information. For some reason, beyond my comprehension, when I toggle the information on the frame rate crawls at 28 FPS (I should have mentioned that, sorry) and with textures it crawls at 15 FPS. When the information is turned off the FPS jumps to 60. I''ve been trying to get my hands on a better way of doing that and I have some code from a GDNet member (baskuenen). I''m in the process of figuring out the code.

On another note: I forgot to add the following site in my list of credits for the textures http://www.graphtallica.com I have updated the ZIP file.

Thanks for the input guys. This was my first big project with OpenGL.

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DaWizard
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Well whadda ya know, turn off information and it flys!
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quote: Original post by Quantum

Well whadda ya know, turn off information and it flys!


hehe I got rid of the "Bitmapped Fonts" code when I saw NeHe''s "2D Textured Fonts" Tutorial. I smacked the palm of my hand on my forehead and then modified my code to use the 2D Fonts. So, finally I get a decent 75 FPS with everything but textures turned on and a 55 FPS with everything enabled.

While I was fixing the information display, I took out the option of pressing "S" for FPS. Now the FPS is display if you press "I" along with all the other information. I managed to track down a potential memory leak in the code too.

On my system FPS does not slow down when the information is displayed. It should work the same way for everyone.

Get the latest version of the demo

Now, back to commenting the source code. I hope to get that done in the next day or two.


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DaWizard
http://members.home.com/ahmadkabani
http://www.geocities.com/ahmadkabani
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------------------------------------------------DaWizardhttp://www.geocities.com/ahmadkabani------------------------------------------------
Well, DaWizard, your demo runs faster than my screen frequency goes, and that's 170 MHz!

Celeron 533 oc to 920 (115 MHz FSB)
128 Mb PC 133 RAM
GeForce 256 SDR (Asus V6600)

With all options on I get 170 fps in 640x480 windowed mode, 120 fps with 2x2 Anti-aliasing. In fullscreen I am stuck at 85 fps (with or without anti-aliasing!), which is my card's "default" setting. Are these Nvidia cards programmed to run at default when in fullscreen mode?

Phueppl1, are you sure of your numbers? You can't run the demo beyond your screen or your vid card's highest frequency setting, and I never heard of a screen with a frequency of 370 MHz! (or am I missing something here?)

Dawizard, your demo does AT LEAST 170 fps on my system and that's bloody fast. Highest congratulations. How about adding in a few more polygons so we can really do some benching?

Edited by - Keermalec on December 25, 2000 8:30:55 AM
quote: Original post by Keermalec

Well, DaWizard, your demo runs faster than my screen frequency goes, and that''s 170 MHz!

Celeron 533 oc to 920 (115 MHz FSB)
128 Mb PC 133 RAM
GeForce 256 SDR (Asus V6600)

With all options on I get 170 fps in 640x480 windowed mode, 120 fps with 2x2 Anti-aliasing. In fullscreen I am stuck at 85 fps (with or without anti-aliasing!), which is my card''s "default" setting. Are these Nvidia cards programmed to run at default when in fullscreen mode?

Phueppl1, are you sure of your numbers? You can''t run the demo beyond your screen or your vid card''s highest frequency setting, and I never heard of a screen with a frequency of 370 MHz! (or am I missing something here?)

Dawizard, your demo does AT LEAST 170 fps on my system and that''s bloody fast. Highest congratulations. How about adding in a few more polygons so we can really do some benching?

Edited by - Keermalec on December 25, 2000 8:30:55 AM


I have it the other way around - I get a higher FPS in Full Screen Mode! I''ll try adding more polygons later - how does 200-300 sound?

Actually, I wrote a simple VB App to draw a 2D Map to create the world. I simply added an array of Line Controls on a Form and then I arranged them like I wanted and spent 15 minutes to code it. Faster than writing a level editor in C++ The only things I added in manually were the pyramid in mid-air and the floor (2D Editors can add only vertical walls! The heights of each of the walls was randomly chosen.



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DaWizard
http://members.home.com/ahmadkabani
http://www.geocities.com/ahmadkabani
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------------------------------------------------DaWizardhttp://www.geocities.com/ahmadkabani------------------------------------------------
I have updated the demo files with a new World.txt which contains 220 polygons. Its the same as the one before except I added about a 100 more polygons.


------------------------------------------------
DaWizard
http://members.home.com/ahmadkabani
http://www.geocities.com/ahmadkabani
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Edited by - DaWizard on December 25, 2000 12:56:46 PM
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