Version française
Home     About     Download     Resources     Contact us    
Browse thread
ANN: Chess III Arena 0.5
[ Home ] [ Index: by date | by threads ]
[ Search: ]

[ Message by date: previous | next ] [ Message in thread: previous | next ] [ Thread: previous | next ]
Date: -- (:)
From: Jon Harrop <jon@f...>
Subject: Re: [Caml-list] ANN: Chess III Arena 0.5
On Thursday 05 July 2007 14:52:23 Daniel Bünzli wrote:
> By the way I'm not sure how your code gets called but I think that
> the first time you'll load the texture is when the display list is
> created, so it's this command that will be retained (along with the
> creation of a texture object) and not the _use_ of a texture object.
> Thus you should first "activate" all textures once and then generate
> the display lists. No glTexImage2d call during the display list
> creation !

The latest code memoizes the textures and vertex data separately, textures in 
texture objects and vertex data in display lists. That should remove all 
texture-related calls from the display lists.

This is three times as much code and it gives the same result on my system so 
I'd like to know if anyone really does see a performance improvement from 
this.

> The only thing I know is that this happen in apple's implementation,
> see these messages [1] from a programmer working on apple's opengl. I
> never tried to time since I strive for implementation independent
> optimizations and in that case texture objects are the only way to go.
>
> [1]
> http://lists.apple.com/archives/mac-opengl/2004/Feb/msg00189.html
> http://lists.apple.com/archives/mac-opengl/2004/Feb/msg00191.html

That is certainly someone else offering the same advice but the thread does 
not conclude that the advice is good. Moreover, the code is not available (it 
may well have been wrong).

-- 
Dr Jon D Harrop, Flying Frog Consultancy Ltd.
The OCaml Journal
http://www.ffconsultancy.com/products/ocaml_journal/?e