[PD] How do I squeeze more performance out of Gem?

John Harrison johnharrisonwsu at gmail.com
Wed Mar 9 20:44:05 CET 2011


It appears I'm actually getting better results from [gemlist] too with
lighting off. But how do your results change with lighting on? For me, with
lighting on, they seem about the same.

If you have your sphere.obj model with 900 triangles handy, I'd love to try
it.

-John

On Wed, Mar 9, 2011 at 12:19 PM, cyrille henry <ch at chnry.net> wrote:

> here, at 20fps, no lighting, i can draw about 500 model with your
> sphere.obj.
> 1000 sphere 30, and about 3500 display list of sphere 30.
> using an other sphere.obj with about 900 triangles, i've got the same
> performance than with the display list.
>
> it really is strange that the sphere is the fastest on your computer.
>
> Cyrille
>
>
> Le 09/03/2011 19:08, John Harrison a écrit :
>
>> 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.
>>
>> http://www.eecs.umich.edu/~guskov/eecs598-1/sphere.obj
>>
>> maybe one with less vertices will help. I can try...
>>
>> -John
>>
>> On Wed, Mar 9, 2011 at 9:48 AM, chris clepper <cgclepper at gmail.com<mailto:
>> cgclepper at gmail.com>> wrote:
>>
>>    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.
>>
>>    On Wed, Mar 9, 2011 at 10:32 AM, John Harrison <
>> johnharrisonwsu at gmail.com <mailto:johnharrisonwsu at gmail.com>> wrote:
>>
>>
>>
>>
>>                On Wed, Mar 9, 2011 at 1:59 AM, cyrille henry <
>> ch at chnry.net <mailto:ch at chnry.net> <mailto:ch at chnry.net <mailto:
>> ch at chnry.net>>> wrote:
>>
>>                    hello,
>>
>>                    - try using a display list to render a sphere, so that
>> every point don't have to be send for every sphere.
>>                    see exemple 09.openGL/02.displaylist
>>                    you can also use a model with a sphere.obj to have the
>> same result.
>>
>>                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...
>>
>>            yes, the display list will help to render 1 single sphere.
>>            you have to call it 200 times.
>>
>>
>>        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.
>>
>>        This list is awesome. Where else could I find help like this? :-)
>>
>>        -John
>>
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