raw display test => bad result !

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zoret
Posts: 22
Joined: Sun Mar 19, 2006 7:57 pm

raw display test => bad result !

Post by zoret »

hi guys

i've just started psp dev with the sdk toolchain
i can compile everything i want, great

i've made a simple change to the cube sample to display 100 cubes
but the perf are very bad !!
what is the best way to display geometries ?

it seems the cube sample is only a good tutorial sample but doesn't have to be referenced in order to display a lot of geometries !

any ideas ?
thanks in advance !
zoret
Posts: 22
Joined: Sun Mar 19, 2006 7:57 pm

Post by zoret »

ok i think i've find my answer ! ;)

in the signals sample, the cube is displayed with a pregenerated command-list
is that the best way to display stuff ??

where is stored the display list ? (ram, vram ?)
can i delete the memeory allocated for the geometry when the display list is created ?

for example in the signals sample :
// generate callable command-list for cube rendering
{
sceGuStart(GU_CALL, smallList2);

// draw cube
sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices);

sceGuFinish();
sceGuSync(0,0);
}

free(cubevertices);

can i call a free on cubevertices after the creation of my display list ?
( ok i know, i cant' in that case cause cubevertices is static but this is just an example ! ;)
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