Archive for performance

To VBO or not to VBO ?

Posted in Uncategorized with tags , , , , , , , , on August 2, 2010 by bersaelor

As I mentioned in the last post, a friend lend me an iPod 3G to test its hardware. I already compared CPU for its performance in filling the interleaved vertex array.

Now I’m going to have a look at the GPU, specifically the advantages of using Vertex Buffer Objects on the new PowerVR SGX chip.

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vDSP on iPod 3G, ARM11

Posted in Uncategorized with tags , , , , , , on July 26, 2010 by bersaelor

Thanks to the generous creator of Bowmaster, I now have an iPod Touch 3G at my disposal to test the hardware for one week.

Here I’m gonna start to compare the interleaved-array fillrate using sequential loops vs. the performance of vectorized operations with vDSP. I did this for my iPod 2G in another post.

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OpenGL ES performance outline

Posted in Uncategorized with tags , , , , , on July 23, 2010 by bersaelor

For comparison against other 3D Engines, I wanted to publish my frames per second and triangles per second results.
I just want to be sure I didn’t miss any important trick I could have used to speed everything up.

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Preview of the 1.5 Graphic Improvements

Posted in Uncategorized with tags , , , , , on July 12, 2010 by bersaelor

I just felt like jumping around in the library because I got the new multisampling (Antialiasing!) feature in iOS4 working, here’s a life screenshot from my iPod 3Gen:

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Speeding up vertex-array fillrates: Sequential Loop vs. vDSP

Posted in Uncategorized with tags , , , , on July 4, 2010 by bersaelor

Recently I saw the WWDC presentation on the Accelerate-framework Apple provides for the iPhone.

Now I thought to myself: “My, one very big part of my 3D-Engines code is dedicated to putting 3D geometry information into interleaved arrays, maybe I could speed that up?”

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weird ways of using OpenGL ES on the iPhone

Posted in Uncategorized with tags , , , , on February 6, 2010 by bersaelor

This is a post explaining and describing my 3D Engine and the way I use OpenGL. I’m open for suggestion, call me an amateur for using it in this strange way, but it seems to be the right thing for my purpose 🙂

In a Thread at the iDevGames Forums I realized that my way of using OpenGL is probably a bit unconventional. So I thought I’d lay my reasoning out here in the open. Continue reading