CHRISTOPHE.C.D.DELEPINE++at++TTS.thomson.fr
13 Mar 1998 10:12:14 +0000
my packed vertex looks like:
short n[4];
float t[2];
float v[3];
the color is not included because it is constant per geoset.
here is the geoset initialisation code for packed attributes:
pfGSetDrawMode(gs->gset, PFGS_PACKED_ATTRS, PF_ON);
pfGSetAttr(gs->gset, PFGS_PACKED_ATTRS, PFGS_PA_C4UBN3ST2FV3F, gs->ntv, NULL);
pfGSetAttr(gs->gset, PFGS_COORD3, PFGS_PER_VERTEX, NULL, NULL);
pfGSetAttr(gs->gset, PFGS_NORMAL3, PFGS_PER_VERTEX, NULL, NULL);
pfGSetAttr(gs->gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, NULL, NULL);
and the one for non packed attributes:
pfGSetAttr(gs->gset, PFGS_COORD3, PFGS_PER_VERTEX, gs->point, NULL);
pfGSetAttr(gs->gset, PFGS_NORMAL3, PFGS_PER_VERTEX, gs->normal, NULL);
pfGSetAttr(gs->gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, gs->uv, NULL);
Any idea that could explain the loss of performance ?
Would it be faster to use directly OpenGL (glDrawArrayEXT) with attributes stored
in separate arrays (which is not possible to specify with Performer) ?
machine: Onyx2 + performer 2.2
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Thomson Training & Simulation
5 rue Leonardo da Vinci
Z.A. Les Boutries, B.P. 252
78703 Conflans Sainte-Honorine
FRANCE
phone: 33 1 34 90 36 14
fax: 33 1 34 90 36 02
email: christophe.delepine++at++tts.thomson.fr
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