After much wrangling, bug solving and repeated profiling from the earlier thread I’ve made what I thought would be some major speed ups - Some accurate view & light culling as well as switching everything to use indexed vertex arrays.
Unfortunatly i’ve not actually seen any difference in speed :o After the latest bout I found that its not my raw memory copying, or sheer volume of calculations (not now, at any rate) but just the actual rendering - the calls to glDrawElements are just too damn slow.
On a whim I reduced the viewport size, and lo! the fps shot right up to ~75fps once again. So on my GeForce2 GTS I seem to be fill limited at only seven lights I’d like others to give the app a quick whirl so i can see what kind of fps is common - my GeForce used to be pretty good, but by todays standards is probably lagging somewhat on raw fill rate.
App is here: http://studenti.lboro.ac.uk/~cojc5/Vecript/VecriptDist02-09-2003.zip
Readme includes instructions (simple!) to load and view the test scene. I’ve not included Jogl since that would add ~2Mb that people might already have. Tested on the latest nightly build of Jogl without a hitch, so you can set up your jogl jar & dll how ever you like it on your system.
All comments welcome And if anyones got any suggestions for general UI / usability i’m all ears…