As one moves from simple flat shading to more complex shading and textures, the performance drops. A test was performed on the Quadro DDR and the GLoria II (Quadro SDR) with tri-linear textures and one infinite light. The GLperf script fragment was:
TriangleStripTest {
(UserString printf("Triangle Strip (%s, 64x64 RGB trilinear modulated texture, smooth, 1 inf light)", ExecuteMode, Size))
(ExecuteMode Immediate )
(DepthTest GL_LEQUAL)
(ObjsPerBeginEnd 4)
(Size from 1 to 512 step 100%)
(NormalData PerVertex)
(TexTarget GL_TEXTURE_2D)
(TexWidth 64)
(TexHeight 64)
(TexComps 3)
(TexLOD 3)
(TexMagFilter GL_LINEAR)
(TexMinFilter GL_LINEAR_MIPMAP_LINEAR)
(TexFunc GL_MODULATE)
(NormalData PerVertex)
(TexData PerVertex)
(ShadeModel GL_SMOOTH)
(InfiniteLights 1)}
The results are compared to the flat shaded performance in the following chart:
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