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

cyrille henry ch at chnry.net
Wed Mar 9 20:55:31 CET 2011


with lighting on, things did not really change with the model or display list, but rendering sphere is 2 time slower.

here is the sphere.

Cyrille

Le 09/03/2011 20:44, John Harrison a écrit :
> 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 <mailto: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 <http://www.eecs.umich.edu/%7Eguskov/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> <mailto: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> <mailto: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>> <mailto: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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