3D QT Engine
Performance test on phone I
I tested the performance on my Nokia N8 and had a quite good result now. It manages to push ~1.5 million triangles per second or 48012 triangles in 33.3 frames. Further tests will come.
I tested the performance on my Nokia N8 and had a quite good result now. It manages to push ~1.5 million triangles per second or 48012 triangles in 33.3 frames. Further tests will come.
Instead of vertex arrays using vertex buffer objects (VBOs) gained a lot of performance. On my Notebook i got more than twice of the speed. On my nokia N8 it also boosted the speed a lot. Notebook performance (triangles/s): ~34560720 without VBOs ~115200720 with VBOs Running on Intel Core i7 (clocked @ 2.2Ghz) and nVidia Geforce GT 540.
Graphical part of the Engine is now close to first release. Physics (Bullet physics engine), Audio, Touch input and so on will follow later.
The performance is now improved. All meshs are sorted by materials to prevent multiple texture and shader switches per frame. In addition to this, same meshs are sorted together to avoid sending vertex arrays to the GPU.
I don’t have much time during the next 8 – 9 days but i am working on an improved rendering algorithm. This could speed up the render performance by ~20%. The shader class is also under a lil improvement process. In addition to this, a lighting system is planned. So it won’t be long and i’ll upload first source code and give more infos.
The forum is now set up and ready to get filled with information. It might be that not all features work as they should. In this case send an email to the forum administrator (me).
Today is a great day. We have opened. I will continuously work on this page and update features of my engine, step by step if i think it is time to update. Yesterday might be the first time the new 3D Engine actually showed something. It took me quite a long time to figure out what was wrong in the code but now it is actually working pretty well. More infos soon.