LWJGL Forum

Programming => OpenGL => Topic started by: DrMartin on October 23, 2005, 20:19:43

Title: Slow drawing, software rendering?
Post by: DrMartin on October 23, 2005, 20:19:43
My initial tests with lwjgl are surprisingly slow. I'm doing really simple 2d stuff, which in my opinion shouldn't be a problem at all.
Drawing 50 instances of a 200x200 px texture gives me 170 fps. Doubling the number results in a drop to 70 fps. Bigger textures take more time to draw. Clearly this isn't hardware accelerated drawing, right? What could I be doing wrong? Any ideas are appreciated.

Regards,

Martin Gunnarsson
Sweden
Title: Slow drawing, software rendering?
Post by: oNyx on October 24, 2005, 00:26:39
You are hitting the fillrate limit.

>Drawing 50 instances of a 200x200* px texture gives me 170 fps

[*why that odd dimensions?]

340000000 pixels per second.

With zero overdraw it would be 1106fps at 640x480 or 432fps at 1027x768.

Now... if you think thats software rendering you must have some kind of killer machine from the future.
Title: Slow drawing, software rendering?
Post by: DrMartin on October 24, 2005, 06:33:52
The guys in the forum kind of made me realize this is how fast it's gonna get. I guess I expected too much, but I'm amazed how even older 3D games can be so fast if this is the limit on how much they can draw.
Title: Slow drawing, software rendering?
Post by: Matzon on October 24, 2005, 06:50:41
they don't draw pixels!
They usually draw models which have textures - and they too limit the number of textures.

You'll also want to limit the number of binds for a texture, since binding a texture is a performance limiter.