   texture killing performance
  hi, i have just implemented index/vertex arrays, and i got like 50fps rendering 300k polys, now when i apply textures, it drops down to around 5 fps.what can be done about this? my texture size is 512x512.will VBO''s help much? i think some how telling my texture to ge on the video card would, but how?thanks 
  card? cpu? ;  IIRC, some card like the TNT accepted very large textures but had a really big preformance it when using them. Try using a smaller texture and see if that help things. ;  barton 2500+geforce 3i can run most modern games fine :| ;  Check the kind of filtering you're using.If you have Anistropic filtering on in you Video settings, that may reduce performance considerably! I should know. Especially if you are working with 512x512 sized textureS.I dunno, just check it out. // Last Attacker\\---=( LA)=---// LA Extreme\\ICQ Number :120585863E-mail:    laextr@icqmail.com [edited by - Last attacker on February 13, 2004 2:08:45 AM];  yes, check you havent forced any texture filtering of AA modes as they can be a fill rate burner, definatly on a gf3also, how many textures are you appling? Are you batching the state changes if you are applying more than one? check you arent resending the texture everything, you should only create a texture on start up (which should put it into video ram) and then rebind it when you want to use it, not recreate it (which i''m starting to suspect could be your problem, infact posting some rendering code would be handy, just the drawing look inside [source.] [/source.] tags, without the .s)VBOs would help if vertex submission rate was your problem, by placing the objects in video ram, and while it might help untextured if you are truely fill rate limited then it wouldnt help in this instance.. odd thing is, i''d have thought a gf3 could handle 300k polys (polys or verts? if polys what kind) at more than 50fps ;  It could also help to know how many layers of textures he is rendering on a set of poly''s.I bet frustum culling could give him a performance boost(Depending how many polys are situated in an area). // Last Attacker   \\---=( LA   )=---// LA Extreme   \\ICQ Number :   120585863E-mail:   laextr@icqmail.com ;quote:Original post by _the_phantom_  odd thing is, i''d have thought a gf3 could handle 300k polys (polys or verts? if polys what kind) at more than 50fps   my good old gf3 did about 23million naked polys per second (using vbo and nicely sized batches) and with some heavy texture work (per pixel lighting, interpolating 2 textures with a looked up value from another texture and adding a third) it managed about 8million (which, when talking about fillrate is a pointless number.. terrain, 800x600, about 70% of the screen filled, quite some overdraw). early stage with less going on was about 12million, so at this resolution, without aa or af a typical terrain might get about 40fps. the limit for decent speed was at about 100-200k (depending on your definition of decent).so, if he is also using aa and/or af 5fps dont sound so strange and no, vbo shouldnt make a difference in that case.;  VBO''ll help if you''re transfer limited...Maybe your texture isn''t on VRAM, but in RAM, I had similar problem with lightmaps on GF2, as soon as I made them smaller to fit, performance went up big time.   ______________________________Madman ;  Do you use Mipmaps?If you use only one texture layer and that texture is repeated a lot of times with bilinear filter it may run VERY slow. 