[Mesa-dev] [Bug 40401] Cogs is slow

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Sat Aug 27 05:40:53 PDT 2011


https://bugs.freedesktop.org/show_bug.cgi?id=40401

--- Comment #5 from Vadim <ptpzz at yandex.ru> 2011-08-27 05:40:53 PDT ---
(In reply to comment #3)
> According to Cogs developer: "The Cogs vertex data is already very heavily
> optimized into triangle strips using nVidia's algorithms to greatly reduce the
> amount of data that needs to be sent to the GPU.  If modifying a driver can
> result in a 10x performance improvement, the problem is the original driver."
> 
> I don't know what to think about this.

When I was fixing original bug 39572, I downloaded and tried the demo on their
site first (with wine). Running build of this game for another OS through
additional layer (wine) results in excellent performance with the *original*
driver. If without modifying the driver we can get a 10x performance
improvement, I think the problem is not in the driver. 

In hope that the game developers are reading this: IIRR, when running through
wine, vertex data is in the gl buffer objects, instead of client arrays, so
that it's not needed to upload it with every draw call (and it's not needed to
filter this data in the driver as these patches do). I'm not sure if it's
wine's optimizations, or the game itself does it this way through d3d. Why not
to do the same with opengl in the native linux build? This will make the game
fast for *all* drivers, without the need for any patches or workarounds. IIRR
the draw call which is so slow in the native linux build comes from
Mesh::draw().

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