advantages of display lists...

This is a discussion on advantages of display lists... within the Game Programming forums, part of the General Programming Boards category; David's old FPS rate: 60 David's FPS rate with textures and 3ds models: 10 David's NEW FPS rate with no ...

  1. #1
    l'Anziano DavidP's Avatar
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    Post advantages of display lists...

    David's old FPS rate: 60
    David's FPS rate with textures and 3ds models: 10
    David's NEW FPS rate with no textures or models: 18

    David's FPS rate with Display Lists, and no textures or models: 20

    ....seems like I should be getting better FPS with display lists than i am.....
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  2. #2
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    there's no guarantee that display lists will ever do jack crap for you, it depends on the implementation of GL.

    display lists just compile the geometry onto video memory so you don't have to pimp the agp bus every cycle

  3. #3
    *******argv[] - hu? darksaidin's Avatar
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    Originally posted by Silvercord
    display lists just compile the geometry onto video memory so you don't have to pimp the agp bus every cycle
    Do you know if this is guaranteed and how it can be controlled ? I mean what happens if video memory is full etc.
    [code]

    your code here....

    [/code]

  4. #4
    Super Moderator VirtualAce's Avatar
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    If video memory is full then system memory or onboard memory is used via the bus which is slower.

    AGP does not only give access to video memory on video cards. It also is given access to the onboard memory to use as video memory by the mobo. The amount is determined by your BIOS setting - AGP aperture size. AGP is given priority when requesting the bus. In fact AFAIK it does not request the bus, it takes it at will and the mobo circuitry holds back the info already going through the bus. All of this is transparent to the CPU which is why AGP is so fast and so versatile.

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