What's your Polygon Count?
What is a realistic polygon count to expect when using immediate mode OpenGL? I am getting about 8000 polys or so at 50fps, using GL_TRIANGLES and no blending, depth testing enabled, one texture bind and GL_LINEAR texture mapping with a color specified for each vertex (the texture is a 128x128 RGBA)
core code looks something like this
glBindTexture(mytexture);
glBegin(GL_TRIANGLES);
for(i=0;i<8000;i++)
{
for(j=0;j<3;j++){
glTexCoord2f(s[j],t[j]);
glColor3f(r[j],g[j],b[j]);
glVertex3f(x[j],y[j],z[j]);
}
}
glEnd();
Im running an nVidia TNT2 Ultra on a P3 500. The trick is that I am using SDL + Linux.
Is this triangle rate in the ball park, or is SDL slow?
I know i can speed things up with display lists or vertex arrays. Are there any other performance tweaks I can use?
Does anyone know of an openGL benchmark utility that will run with SDL/Linux?
Cheers
Keef
</i>
———————–
glDisable(WORK);
glEnable(GL_CODING);
-----------------------Current Project: The Chromatic Game Engine
So you are getting about 400,000 TPS.
That sounds really good actually.
I get about 400,000 TPS with display listed objects, blending, reflection, and 2 light sources, but on a P3 800 and Nvidia Geforce 1 with 512mb ram.
So your numbers actually sound very good.
Nitzan
-------------------------
www.geocities.com/nitzanw
www.scorchedearth3d.net
-------------------------
That sounds really good actually.
I get about 400,000 TPS with display listed objects, blending, reflection, and 2 light sources, but on a P3 800 and Nvidia Geforce 1 with 512mb ram.
So your numbers actually sound very good.
Nitzan
-------------------------
www.geocities.com/nitzanw
www.scorchedearth3d.net
-------------------------
I''ve 6 800 000 polys/s on a gf1 with textures and color per vertex and GL_LINEAR Textures. but without sdl.
rapso->greetes();
rapso->greetes();
it has nothing to do with sdl, sdl just creates the ogl context! so 100 000+ polys per frame are ok and possible on most modern computers?
and at the moment i have 1 poly, the mouse
Edited by - Zeusel on January 3, 2002 4:42:34 AM
and at the moment i have 1 poly, the mouse

Edited by - Zeusel on January 3, 2002 4:42:34 AM
"be fair! ... always"Zeusel
January 03, 2002 05:52 AM
> so 100 000+ polys per frame are ok and possible on most modern computers?
Yes, if you use VARs and AGP fencing, I would say it should be OK.
Yes, if you use VARs and AGP fencing, I would say it should be OK.
this depends so much on card/cpu etc
but here are numbers u should aim for ingame
(2 texture units enabled + bound with 256x256 texture, 1 directional light)
tnt2,voodoo3 (300,000 tris)
geforce+ (3million)
FWIW on my vanta (gotterdammerung see below pushes 350,000 tris a second) BUT another program of mine (fractal planet) pushes 2million.
see what a huge difference between the 2 programs
http://uk.geocities.com/sloppyturds/gotterdammerung.html
but here are numbers u should aim for ingame
(2 texture units enabled + bound with 256x256 texture, 1 directional light)
tnt2,voodoo3 (300,000 tris)
geforce+ (3million)
FWIW on my vanta (gotterdammerung see below pushes 350,000 tris a second) BUT another program of mine (fractal planet) pushes 2million.
see what a huge difference between the 2 programs
http://uk.geocities.com/sloppyturds/gotterdammerung.html
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement