Results 1 to 3 of 3

Thread: poor triangle throughput

  1. #1
    Junior Member Newbie
    Join Date
    Jan 2002
    Location
    Blacksburg, VA, USA
    Posts
    9

    poor triangle throughput

    I'm working on a quadtree based terrain system. Each node has a list of indices to it's vertices, allowing for one tri-strip per node (each end node is 9x9, about 128 triangles). I started using vertex arrays and saw fairly poor results (about 1.5 - 1.7 Mtri's per second). So i used glLockArraysSGI() on the entire array (263,169 vertices) thinking I would get some sort of performance boost, but nothing changed at all.
    I'm using a gf2 gts and an athlon 700, shouldn't I be getting at least 3 or 4 Mtri's /sec?? I'm using Interleaved arrays with texturing(2f), normals(3f), and vertices(3f).

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Jul 2001
    Location
    France
    Posts
    1,662

    Re: poor triangle throughput

    try to put the datas into the vram by using
    glAllocateMemoryNV() with your arrays and calling glDraw*() function.
    This is the most powerful method for nvidia cards.

  3. #3
    Senior Member OpenGL Guru Relic's Avatar
    Join Date
    Apr 2000
    Posts
    2,450

    Re: poor triangle throughput

    Some experiments for you to test:
    >>I'm using Interleaved arrays with texturing(2f), normals(3f), and vertices(3f)<<
    Using normals implies you have lighting on, right?
    How many lights?
    Does the performance change with lighting off (T&L bound)?
    Does the perfomance change with a very small window (fillrate bound)?
    What are your most frequent state changes?

Similar Threads

  1. typical polygon throughput on accelerated hw
    By PT_Barn in forum OpenGL: Linux
    Replies: 3
    Last Post: 07-13-2007, 09:13 PM
  2. checkout my attempt to maximize geometry throughput
    By bobwall in forum OpenGL: Advanced Coding
    Replies: 6
    Last Post: 02-08-2006, 07:54 AM
  3. which API calls are asynchronous? (maximum throughput)
    By codemonkey76 in forum OpenGL: Advanced Coding
    Replies: 2
    Last Post: 05-11-2005, 11:02 PM
  4. OT: fastest ray-triangle line -triangle intersection algo
    By V-man in forum OpenGL: Advanced Coding
    Replies: 23
    Last Post: 08-28-2002, 02:18 AM
  5. throughput benchmark demo
    By zed in forum OpenGL: Advanced Coding
    Replies: 0
    Last Post: 03-12-2001, 11:51 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean