openGL questions before starting 3d engine code

henryj
Unregistered
 
Post: #16
Do a VERY rough cull and throw your objects at opengl. Don't shag around doing fine culling and don't even think about doing clipping.

Unless your data sets are massive, or you've come up with some brilliant algorithm, don't bother with occlusion culling either.

With the processing power of modern gpu's you want to do as much processing there as possible. It's all about achieving parallelism (?). If at any time the cpu or gpu is sat idle then you have a problem.

But remember, the profiler is your friend and Mac OS X has THE best profiling tools for graphics programming.
Quote this message in a reply
henryj
Unregistered
 
Post: #17
* ye shall start taking advantage of hardware T&L by tesselating your objects nicely
* ye shall only do coarse culling in software as your polycounts will be high
* ye shall use fewer and instead bigger textures per distinct object
* witness that you now draw many polys per object, and you by design never have to change textures during that
* witness that you are fill limited anyway
* ye shall forfeit the belief of being limited by state changing
* make it so that you can fill faster by reducing overdraw or making it cheaper
* make it so that the hardware can discard more pixels early
* render front to back
* thank you


Pin this to the wall above your mac. In time, it will make sense.
Quote this message in a reply
Post Reply 

Possibly Related Threads...
Thread: Author Replies: Views: Last Post
  OpenGL ES2... many questions vunterslaush 39 25,321 Sep 5, 2011 09:21 AM
Last Post: ipeku
  Starting with OpenGL, need some help wsc981 5 5,547 Jul 17, 2010 06:28 AM
Last Post: wsc981
  Starting with OpenGL ES techy 2 2,814 Dec 21, 2009 12:10 PM
Last Post: techy
  OpenGL ES questions regarding 2D mixed with 3D jeonghyunhan 5 6,236 Jun 20, 2009 03:54 PM
Last Post: jeonghyunhan
  OpenGL: glRotate and some 3D questions. mikey 1 3,802 May 19, 2009 05:11 PM
Last Post: ThemsAllTook