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On 18 May 2009, at 10:59, Space Ship Traveller wrote:
... and 0.44% of the App time. If you got this time to zero you'd be speeding up your application by 0.44%. This is not what is limiting your performance, it's the 93% of CPU time spent outside of OpenGL (100% - 7% App Time)
Yep, exactly... and app time is the time spent in your whole application. At the moment only 7% of your time is spent in OpenGL.
I'd say you need to be looking outside of your drawing code. Try firing up Shark and see what that tells you. Paul BTW: working those numbers backwards. I'll assume this was 1,265 frames (i.e. one clear, and one flush per frame) Thats 1->2 glDrawArrays per frame 2 -> 3 glDrawElements per frame 11->12 glBegins per frame A. Your not giving OpenGL much work to do, so extrapolating performance is not really valid. B. Your code has glBegins in it, so it's not on a fast path. |
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| References: | |
| >Triangle performance problem (From: Space Ship Traveller <email@hidden>) | |
| >Re: Triangle performance problem (From: Steven Canfield <email@hidden>) | |
| >Re: Triangle performance problem (From: Space Ship Traveller <email@hidden>) |
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