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Re: gEDA-user: PCB+GL Testers (please test)



On Thu, 2010-11-04 at 02:34 +0100, kai-martin knaak wrote:
> Kai-Martin Knaak wrote:
> 
> Now for the test at home: This is recently bought moderate hardware. 
> AMD dual core, 1050 BogoMIPS. Graphic card: ATI Radeon Sapphire HD5450. 
> Driver is fglrx. pcb was again maximized to  1280x1024 on the left 
> screen.

On the nvidia (or whatever you fancy), see if you get a change in
performance with the attached patch.. or the one I sent with the
original email to disable the VBO usage.

Your full-screen FPS numbers aren't that bad, but I'm sure we can do
better eventually ;)

> Now, I am eager to test my shiny used Radeon HD4670...

I'm taking bets that you'll not see huge improvements. I'd imagine we'll
be CPU bound before much more framerate can be extracted.

I'll have to send you a patch / testcase to benchmark _without_ any
drawing calls, to determine the CPU limit on frame-rate.

Also.. try shrinking the PCB window to the smallest possible size.. does
that increase framerate much? If you know how for your drivers (I
don't), try disabling sync to vblank.

-- 
Peter Clifton

Electrical Engineering Division,
Engineering Department,
University of Cambridge,
9, JJ Thomson Avenue,
Cambridge
CB3 0FA

Tel: +44 (0)7729 980173 - (No signal in the lab!)
Tel: +44 (0)1223 748328 - (Shared lab phone, ask for me)
diff --git a/src/hid/common/hidgl.c b/src/hid/common/hidgl.c
index 3ab77c6..aad818c 100644
--- a/src/hid/common/hidgl.c
+++ b/src/hid/common/hidgl.c
@@ -145,14 +145,14 @@ hidgl_flush_triangles (triangle_buffer *buffer)
     buffer->triangle_array = NULL;
   }
 
-  glEnableClientState (GL_VERTEX_ARRAY);
   glVertexPointer (3, GL_FLOAT, 5 * sizeof (GLfloat), buffer->local ?
                      buffer->triangle_array : BUF_OFFSET (0));
 
-  glEnableClientState (GL_TEXTURE_COORD_ARRAY);
   glTexCoordPointer (2, GL_FLOAT, 5 * sizeof (GLfloat), buffer->local ?
                        buffer->triangle_array + 3 : BUF_OFFSET (3));
 
+  glEnableClientState (GL_VERTEX_ARRAY);
+  glEnableClientState (GL_TEXTURE_COORD_ARRAY);
   glDrawArrays (GL_TRIANGLE_STRIP, 0, buffer->vertex_count);
   glDisableClientState (GL_VERTEX_ARRAY);
   glDisableClientState (GL_TEXTURE_COORD_ARRAY);

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