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  1. #33
    What could be the reason for slow rendering?
    I mean i cant render over 14x14 tiles (i disabled everything else) just rendering lid faces with vertex arrays.
    Its smooth and very low cpu usage with 14x14 range (14 blocks in X and 14 blocks in Y direction). And of course Z, which can have max 7 tiles (layers), i only draw if layer block is textured.

    But if i try to render even more cpu usage gets higher and higher.
    Dunno if octree could help but what else could i try?

    How to render more with 0 or very low cpu usage?
    Original editor has always 0 cpu usage, only when you change block or move mouse or rotate the scene it gets a bit higher and after that its 0 again.
    Dunno how they did it. Its 1998 VC++ MFC app and DirectX.

    I used SetFrameInterval(33) in game.create;

    I used Sampling Profiler for Delphi and it shows that DrawBlock function is the slowest.
    There i just draw all the faces.
    OpenGL state changes are also there. Like glEnableClientState etc..

    Edit: actually even slower function is the function that calculates the UV coords for tiles (95.5%).
    I only hard coded default rotation/tile coords. Rest is calculated. Here i guess some kind of "lookup table" would help ?
    This function is called for every block and every face.
    Basically "each frame".

    Any ideas how to speed different things up?
    Last edited by hwnd; 24-08-2013 at 09:28 PM.

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