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.

Testing the performance of the engine.

The screen shows the CPU and GPU usage which is quite low. The engine runs only on core 1. Framerate (fps), timestep (ts), their average values (avg fps, avg ts), aswell as material (mspf) and vertex array (vaspf) switches per frame are shown in the 2nd window.

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