On Fri, 3 Oct 2003 07:35 pm, Gerrit Holl wrote: > I asked a question about quadtrees, but collision checking wasn't my > problem. I asked the wrong question. Most time is spent with graphics. Interestingly enough, I found exactly the same thing with my OpenGL efforts - after I'd implemented the C-level octree and frustum culling, I switched to using display lists. I could render several versions of the scene using display lists with no culling in the time it took to render one culled scene :) > The following table shows the amount of time spent on graphics at > different resolutions. Are those figures normal? Normal for what? :) > Resolution %graphics fps (+/- 5) > 320x200 44 30 > 640x480 59 20 > 800x600 63 10 > 1024x768 76 7 (+/- 2) > > This is on a P3 730 MhZ with 256 MB Memory and 8 MB Video Memory. What are you trying to render? Richard
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