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| Hi Paul, I removed glBegin, it was in some virtualization debug code, which I've updated to use glDrawArrays. I also made it so the app is constantly drawing 6000 of the triangles, so that we can see a good sample of the worst case scenario. Here is an example. It said my app was in OpenGL 48% of the time: GL Function # of Calls Total Time (µsec) Avg Time (µsec) % GL Time % App Time CGLFlushDrawable 2,364 26741655 11312.04 82.81 39.54 glDrawArrays 7,988 3825748 478.94 11.85 5.66 glDrawElements 11,339 550065 48.51 1.70 0.81 glTexSubImage2D 2,007 461869 230.13 1.43 0.68 glClear 2,364 239508 101.31 0.74 0.35 glPopAttrib 18,460 126857 6.87 0.39 0.19 glPopClientAttrib 16,096 112162 6.97 0.35 0.17 glPushAttrib 18,460 85439 4.63 0.26 0.13 glTexParameteri 48,299 16946 0.35 0.05 0.03 glTexImage2D 7 13480 1925.73 0.04 0.02 glColor3fv 59 13089 221.86 0.04 0.02 glPushClientAttrib 16,096 13087 0.81 0.04 0.02 glEnableClientState 47,652 9859 0.21 0.03 0.01 glEnable 36,173 8866 0.25 0.03 0.01 glDisable 26,462 8320 0.31 0.03 0.01 Does this help? Can you help me to understand what this means? Also, I've been profiling my application using shark. I've found that the function that updates the arrays is also taking up a lot of time, but typically not long to cause any performance problems (although I will need to improve the speed). While benchmarking the application, simply commending out the glDrawArrays call (and leaving everything else in-tact) made things generally as fast as expected (60FPS). Thanks everyone for your useful suggestions, Samuel On 18/05/2009, at 10:33 PM, Paul Sargent wrote:
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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>) | |
| >Re: Triangle performance problem (From: Paul Sargent <email@hidden>) |
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