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- From: airey@woof.asd.sgi.com (John Airey)
- Newsgroups: comp.sys.sgi.graphics
- Subject: Re: Severe speed hit when windows clip polygons
- Date: 21 Jan 1993 18:17:44 GMT
- Organization: Silicon Graphics, Inc. Mountain View, CA
- Lines: 32
- Message-ID: <1jmpc8INN7l1@fido.asd.sgi.com>
- References: <1993Jan20.190707.28040@aio.jsc.nasa.gov>
- NNTP-Posting-Host: woof.asd.sgi.com
-
-
- In article <1993Jan20.190707.28040@aio.jsc.nasa.gov>, mancus@carla.jsc.nasa.gov writes:
- >
- > We are presently attempted to develop a real-time application
- > that must run at a 30 Hz graphical update rate. We are finding
- > that a serious slowdown occurs when the displayed models are too
- > large to fit in the display window. As soon as ANY clipping occurs,
- > we lose as much as 10 Hz! (Test case: 3000 polygon flat-shaded
- > sphere, no tmeshes, monocolored, 340VGX, no accumulation buffer,
- > window is 1024x768. The final product will run on a RealityEngine,
- > CPU unspecified.)
- > What can we do to avoid this speed hit? Our simulation will
- > have to show polygons that are cut by the window borders, but
- > we just can't live with this kind of penalty. Are there GL
- > calls we are omitting?
- >
- > --
- > | Keith Mancus <mancus@cheers.jsc.nasa.gov> |
- > | N5WVR |
- > | "Money is never *mere*. It separates the feasible |
- > | from the infeasible." |
-
- Clipping does require work. It can slow you down. However, the Reality
- Engine was engineered to handle this problem. You should benchmark your
- app on a RealityEngine before you get too worried. Secondly, there is
- some work afoot which allows spheres to be drawn extremely quickly on
- a RealityEngine. You might try e-mailing srf@sgi.com with questions about
- spheres on RealityEngine.
-
- john m. airey airey@asd.sgi.com (415) 390-5248
- M/S 7U-553 Silicon Graphics, Advanced Graphics Division
- 2011 N. Shoreline Blvd., Mtn. View, CA 94039
-