Using Cyrille's test patch for speed which he sent into the list a week or so ago, I tried creating multiple spheres, gemlists, and models. The sphere is getting the best performance results, unfortunately. Attached is my test patch. I just connected [repeat] to either [sphere] [GEMglCallList] or [model] in the patch. The sphere model I used has probably got way too many points (just found it on the 'net) but my hope was that as the vertices were static it wouldn't matter.<br>
<br><a href="http://www.eecs.umich.edu/~guskov/eecs598-1/sphere.obj">http://www.eecs.umich.edu/~guskov/eecs598-1/sphere.obj</a><br><br>maybe one with less vertices will help. I can try...<br><br>-John<br><br><div class="gmail_quote">
On Wed, Mar 9, 2011 at 9:48 AM, chris clepper <span dir="ltr"><<a href="mailto:cgclepper@gmail.com">cgclepper@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
A model is the way to go since the vertex data is static. Ideally for situations like this there would be one object that loads a single model and several clients that just call the display list. Although there is a lot of memory on GPUs now so 200 models of a sphere won't take up that much.<br>
<br><div class="gmail_quote"><div><div></div><div class="h5">On Wed, Mar 9, 2011 at 10:32 AM, John Harrison <span dir="ltr"><<a href="mailto:johnharrisonwsu@gmail.com" target="_blank">johnharrisonwsu@gmail.com</a>></span> wrote:<br>
</div></div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div><div></div><div class="h5">
<br><div class="gmail_quote"><div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
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On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry <<a href="mailto:ch@chnry.net" target="_blank">ch@chnry.net</a> <mailto:<a href="mailto:ch@chnry.net" target="_blank">ch@chnry.net</a>>> wrote:<br>
<br>
hello,<br>
<br>
- try using a display list to render a sphere, so that every point don't have to be send for every sphere.<br>
see exemple 09.openGL/02.displaylist<br>
you can also use a model with a sphere.obj to have the same result.<br>
<br>
if the spheres are all moving at once, would a display list still help? Seems like recompilation would have to happen for every sphere for every frame? I haven't tried the model yet...<br>
<br>
</div></blockquote>
yes, the display list will help to render 1 single sphere.<br>
you have to call it 200 times.<br>
<br><br></blockquote></div><div>Ok I'm seeing a huge performance difference between using 200 of [sphere <size-doesn't-matter> 20] and [sphere <size-doesn't-matter> 30]. Huge. So if I want to keep the sphere with 30 points, I'm thinking gemlist or model are my answer. I'll try both and report back, unless you have a strong recommendation for one or the other to save me time.<br>
<br>This list is awesome. Where else could I find help like this? :-)<br><br>-John<br></div></div>
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</blockquote></div><br><br clear="all"><br>-- <br>John<br><a href="http://alumni.media.mit.edu/~harrison/">http://alumni.media.mit.edu/~harrison/</a><br>