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Terrain engine test

Started by February 10, 2002 07:47 PM
12 comments, last by Eber Kain 23 years ago
Eber Kain: Your numbers are very wierd... My engine can draw 100000 (100K) trianbles par frame at 22-28FPS on poor TNT2

There are more worlds than the one that you hold in your hand...
You should never let your fears become the boundaries of your dreams.
Its slow because its done with 2 poly triangle strips, and a new texture is rebound on every other poly.
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.
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Dude, you really do need to look into vertex arrays, and also the nv_vertex_array_range extension for geforce chips, and ati''s extension for their cards...

You are rendering the terrain in a very inefficient manner.

redbook shows you how to use vertex arrays.

Buy this!!
OpenGL Programming Guide: The Official Guide to Learning Opengl, Version 1.2 by Mason Woo, Jackie Neider, Tom Davis, OpenGL Architecture Review board, Paula Womack - Paperback - 800 pages 3rd edition (August 6, 1999) Addison-Wesley Pub Co; ISBN: 0201604582

Online:
http://www.gamedev.net/download/redbook.pdf
Hmm, I dont know why I would want to buy it when I already have it, I know plenty about vertex arrays too. Ive only been working on this for a week or two and havent got around to implementing them yet. I just wanted to see what kind of frame rates a better system could get.

You should have seen the first few makes of this, they were really slow cause I was drawing every poly 4 times, and blending them togather. Now I just build the textures beforehand.
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.

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