> Practically speaking:
> - Move fixed geometry into display lists, which are sent once to th
> server instead of every time you draw the object(s).
Ok.. I'm a bit of a newbie.. what are 'display lists'? Is this the same
as a vertex list buffer?
How does one create such a buffer so that overhead isn't high? Do you
cycle through all your objects to create the buffer, then cyle through
again to draw them? If so, doesn't that create some rather dramatic
Quote:> - If you can't do that, at least make sure you're using triangle/quad
> strips instead of separate triangles/quads.
I'll look into this; my polys are actually simple rectangular prisms; I
haven't looked up quad strips yet.
Quote:> - Get a faster and/or lower latency network connection between the
Of course. ;)
> BOTE calculation: 2K polys/frame * 1 vertex/poly * 40 bytes/vertex
> (coordinate, normal, color + GLX opcode overhead) is about 80
> Kbytes/frame, or 640Kbits/frame. 10 Mbit ethernet would sustain at most
> 15 frames/second of such non-textured, vertex colored and lit,
> stripified data, roughly speaking.
My calc: 50 prisms * 6 faces * 4 vertices * 40 bytes/vertex =
50kb/frame, which is roughly on the same order.
In contrast, I'm getting only a few frames a second, with the bandwidth
capping out at about 5 MB peak rate.
Quote:> Another possible option, if the app runs on a SGI IRIX machine, is
> OpenGL Vizserver. This is an application-transparent way of rendering on
> the machine the app is running on, compressing the result, and
> transporting it to a remote display server. It makes sense in cases
> where the compressed image size is small compared to the amount of
> dynamic geometry and texture information the app would otherwise send
> over the network.
Although this may be the case for a specific site, I'm coding the
software as fairly platform-independent, and the local use case is Linux
client side, Windoze server side (yuck) so I can't go for anything
simple like just using the right equipment.. I have to make the wrong
equipment work faster.
Thanks for the tips.
Dr. Nathaniel Tagg - Postdoc, MINOS project - University of Oxford
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