[quake3-bugzilla] [Bug 4358] Vertex Buffer Object (VBO) code available

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Dec 16 01:33:56 EST 2010


http://bugzilla.icculus.org/show_bug.cgi?id=4358

use.less01 at gmail.com changed:

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--- Comment #17 from use.less01 at gmail.com 2010-12-13 00:03:52 EST ---
Created an attachment (id=2523)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2523)
Version 7 of VBO and GLSL code from xreal, w/ changes

Version 7.

This version adds the unified lightmap from xreal, merges all the submodel
verts into the world vbo, and removes as many state changes as I could manage.

It's faster than base ioquake3, in this one level with this one demo I made. :)
Level was industrial.pk3 from zfight.com, results were:

quake3.exe:
4435 frames, 31.2 seconds: 142.0 fps

ioquake3.exe, dated Aug 30, 2010, from website
4435 frames, 28.3 seconds 156.7 fps 1.0/6.4/251.0/2.0 ms

ioquake3.exe, SVN w/ vbo/glsl patch 7, compiled with MinGW gcc 4.5.0
4435 frames, 18.1 seconds 244.6 fps 1.0/4.1/416.0/1.2 ms

I'm thinking most of that boost is because of the unified lightmap, though.

--- Comment #18 from use.less01 at gmail.com 2010-12-16 01:33:48 EST ---
Created an attachment (id=2530)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2530)
Version 8 of VBO and GLSL code from xreal, w/ changes

Version 8.

This version takes an idea from ioUrT (no actual code, though. :)) and merges
surfaces based on common leafs.  It also fixes a nasty crash/freeze with vertex
interpolation, as well as a bug where r_ignoreFastPath would cause some
surfaces to not be rendered.

Performance is good on nvidia hardware, specifically my 8800GT.  Testing on
tvy-bench with a short demo:

quake3.exe:
4490 frames, 90.1 seconds: 49.9 fps

ioquake3.exe Aug 30, 2010 from website:
4490 frames 81.0 seconds 55.5 fps 5.0/18.0/29.0/3.9 ms

ioquake3 SVN with VBOGLSL 8, compiled with MinGW GCC 4.5.0:
4490 frames 20.1 seconds 223.9 fps 2.0/4.5/27.0/0.9 ms

>From what I've heard from others, though, ati performance is lacking, just
barely beating ioquake3.exe.  As well, the surface merging is slow, and adds a
lot to load time.

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