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  1.5beta1 drawLine accelerated, drawPoly not?!?!  (Read 1615 times)
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Offline Abuse

JGO Coder


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« Posted 2004-04-21 20:24:55 »

While answering another persons question regarding the poor performance of drawPolygon in 1.4.x, I tested 1.5neta1 to see if it was going to fix the problem.
I expected to find 1.5 HW accelerating polygon drawing, but it appears it doesn't, which sucks Sad

However what realy suprised me was that drawLine calls *are* accelerated, yet drawPolygon calls *arn't* :-/

I can see the reason for this if the 2 are handled differently in native code, however, would an intermediary implementation of drawPolygon which used HW accelerated drawLine() not be a good idea?

I would imagine it is trivial to implement, and would greatly improve drawPolygon performance until a proper implementation can be done.

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Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #1 - Posted 2004-04-22 03:23:32 »

Without hijacking your thread, how can you tell if something is accel or not?  Is there a list?

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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JGO Coder


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falling into the abyss of reality


« Reply #2 - Posted 2004-04-22 03:37:20 »

Just simple performance comparison.

1.4.2_03 I can render ~2000 lines @ 30fps.
1.5beta1 I can render ~5200 lines @ 30fps.

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Offline trembovetski

Senior Member




If only I knew what I'm talking about!


« Reply #3 - Posted 2004-04-22 04:53:48 »

The 1.5 performance improvement in rendering lines is likely because of batching of Direct3D primitives (non h/v lines are rendered via d3d).

DrawPoly is rendered using GDI's :: Polyline. GDI rendering is typically accelerated when rendering to the screen, but I guess not so for offscreen images..
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