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speed up code

Started by InsanE Jan 7, 2001 at 6:11 AM 1 replies 550+ views
Original Post
InsanE
InsanE
Ever saw the q3 FPS counter? When I compare my FPS count with the complexity and speed of q3 I am going to ask me how Johny is doing that. Are there some tut''s speaking about speeding up code on the net? BTW: Does q3 renderer uses the OGL clipping or is it calculating the clipping values by itself? Clipping is done with the hardware accelerator ( I guess). Now is it better to write clipping code or just doing OGL that stuff?
Julio
Julio
Well, the q3 engine uses BSP trees among many other things to keep the rendering speed up. Soem argue that bsp trees are becoming out of date, but I think they are fine for indor fps games. try looking into bps trees or octrees and hidden surface removal. that should help out a lot in rendering speed. also, maybe look into OpenGL extensions such as vertex arrays, display lists, compiled vertex arrays, surely one of these will fit into your engine without a lot of problems.

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zedzeek
zedzeek
as the nvidia performance FAQ saiz. let opengl do the clipping for u its bound to be faster than what u can come up with by hand

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