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Bob Currier wrote:
The code I'm working on is doing a simple rectangular pixel transfer, with possible scaling and RGB lookup table. I'm currently testing on a dual 2GHz PowerMac with Radeon 9600 under 10.3.4. In the test case I'm scaling a 2K x 1K image down to 700 x 350 pixels for display.
Using OpenGL, I can do this in 20 ms using a texture (and all the Apple-
recommended optimizations) or 17 ms by using glDrawPixels.
But if I enable a LUT, then things go wonky. If I use GL_COLOR_TABLE with
a texture, the times go up by a factor of 20x. If I use GL_COLOR_TABLE
with glDrawPixels, it goes up by a factor of 100x! And with glDrawPixels,
there are random horizontal lines through the image if any scaling is
being done.
Judging from the dramatic slowdown, I have to assume that the color table
is being implemented in software, and very poorly at that.
Robert P.
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| References: | |
| >Performance Sanity Check? (From: "Bob Currier" <email@hidden>) |
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