Re: OpenGL performance (Cocoa)
Re: OpenGL performance (Cocoa)
- Subject: Re: OpenGL performance (Cocoa)
- From: Theo Stauffer <email@hidden>
- Date: Thu, 18 Sep 2003 10:07:07 +0200
Hi,
As far as I know, Apple specifies 16MB VRAM at the minimum for OpenGL
accelerated Quartz performance. This would be the cards that would be
in my PBG4 (667MHz) and some of the ibooks. You can find a complete
listing at Apple's site in the knowledge base.
Theo
On Wednesday, September 17, 2003, at 04:44 pm, Jean Bovet wrote:
We have developed a simulation application for our robotic cells
running currently under Windows. I'm in charge to port this application
to MacOS X and I have some OpenGL performance issue (I don't know if
it's specific to OpenGL or Cocoa): the 3D simulation works at 60 fps on
the PC (a CAD PC with a NVidia Quadro2 Pro video card) but it runs only
at 10 fps on my mac (bi-800 and NVidia GeForce 2). I have tried to run
the app on my PB G4 (Rage 128 card) and it runs at 5-6 fps.
The 3D simulation is composed by around 22'000 polygons without texture
(only simple color, and using OpenGL list). The OpenGL context is
rendering inside an NSOpenGLView with the following pixel formats:
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFANoRecovery,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAAccelerated,
NSOpenGLPFAColorSize, 32,
NSOpenGLPFADepthSize, 32,
nil
};
Is the graphic cards inside the Mac too slow ? Does any OpenGL affects
performance on the Mac and not on the PC ? Any hints to optimize the
application ?
Thanks a lots
Jean Bovet
------------------------------------------------------------------
Jean Bovet
Software Engineer
Automation, Production Engineering and Robotics Laboratory (LPR)
E-mail : email@hidden - Voice : ++41 (0)32 930 38 43
EIAJ, Le Locle Site
7, avenue de l'Httel-de-Ville, 2400 Le Locle, Switzerland
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