slow 3D preview - Re: [Gtkradiant] [Bug 279] linux 1.2.* setups
Sat, 2 Feb 2002 12:44:42 +0100
'Software rendering will be used under any of the following conditions'.
That means AFAIK that those particular primitives will be done in
software, not that the whole rendering will be done in soft. But yet it
could have some performance impact.
There is a pref to use/not use line stipple in 2D view. As for
glDrawBuffer(GL_FRONT_AND_BACK), I don't know if we do that. We should
probably not. The best way would be to use a GL logger to examine the
calls more precisely (and do a few greps on the source).
On 02 Feb 2002 12:18:25 +0100
Michael Schlueter <firstname.lastname@example.org> wrote:
> Hi TTimo,
> Am Mit, 2002-01-30 um 01.02 schrieb Timothee Besset:
> > heh :-)
> hmm :)
> > Fortunately it got all sorted out. Now we need a nightly setup for linux
> > though. A nightly patch for the win32 version is going out tonight.
> Looks like it is working now for win32 and linux.
> > At 00:50 30/01/2002 +0100, you wrote:
> > > > ------- Additional Comments From email@example.com 2002-01-25 11:09
> > > -------
> > > > holy fuck, what's that mess
> > > > how many of the patches among the pile actually need to be applied now
> > >
> > >I'm sorry. I thought all patches were already included. Next time I'll
> > >take a longer look on bugzilla.
> > >
> > >Next week I'll take a look why the 3D preview is so slow on my system (I
> > >think software redering is used) or has somebody any solution for that?
> I did a closer look on that yesterday. Testing radiant with different
> graphic cards on nearly the same system showed that Matrox G400 and
> Voodoo3 switches to software rendering and a NVidia GeForce2 not.
> Searching the web for a solution I found following text on the Xfree86
> Webside (http://www.xfree86.org/4.1.0/DRI10.html#35) for Matrox G200 and
> 10.3.3. Performance and Features
> Software rendering will be used under any of the following conditions:
> Using glDrawBuffer(GL_FRONT_AND_BACK).
> Using point, line, or triangle smoothing.
> Using glLogicOp.
> Using glPolygonStipple or glLineStipple.
> Using 1D or 3D textures.
> Using texture borders.
> Using glDepthFunc(GL_NEVER).
> Using the accumulation buffer.
> Is anything of that done in radiant?
> Bye, Michael
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