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Re: [pygame] Fun with C modules



On Thu, 20 Dec 2001, Richard Jones wrote:

>On Thu, 20 Dec 2001 19:48, Jan Ekholm wrote:
>> >On Thu, Dec 20, 2001 at 04:14:52PM +1100, Richard Jones wrote:
>> >> I took a set of timings (render 100 frames and then time the next 100
>> >> frames), turning each of the C modules on and off:
>> >>
>> >>              No C: 7fps
>> >>          C octree: 7fps
>> >>          C frusum: 8fps
>> >>        C triangle: 10fps
>> >>  C octree&frustum: 8fps
>> >>     C frustum&tri: 11fps
>> >>      C octree&tri: 26fps
>> >>               all: 41fps
>> >>
>> >> Well, what strange numbers. At 41fps my "game" is quite playable. Sure,
>> >> most of the work is done in a single call to a C module, but Python's
>> >> still there holding it all together :)
>>
>> Hmm, I didn't get your original mail, so I assume it wasn't sent to the
>> list.
>
>pygame? yes it was....

Yes, it got filtered into my PyOpenGL folder by procmail.

>> Using PyOpenGL along with some hw-accel I manage to crank out quite
>> nice fps values without any optimization at all, except a display list.
>> The scene is 100x100x2 textured triangles, along with a few hundred other
>> textured quads. No C code at all.
>
>How many triangles are in the display list? I don't have the luxury of 
>display lists since the triangles share no similarity, being part of a 
>landscape. I use display lists for other things though, like trees, etc. They 
>definitely help there :)

20000. Why can't you use a list for that?

-- 
        Five exclamation marks, the sure sign of an insane mind.
                                              -- Terry Pratchett, Reaper Man

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