Am Freitag 03 November 2006 13:46 schrieben Sie:
> Stefan Dösinger wrote:
> > How well does bf1942 work without vertex buffers? My experiance with my
> > M9 is that it got a 100% performance boost with vbos.
>
> It's playable (~10-15fps), perhaps 1/3-1/5 of w2k performance.
>
> > That were rather the vertex fixups, not the vbos themselves. I think you
> > can get most of that gain by improving the vertex buffer code to be able
> > to do vertex fixups without VBOs
>
> Thanks for the tip. I will have a look at it.

With vertex fixups I'd expect it to give 20-25 fps. You can test what you're 
likely to get with the attached hack.

Warning - it will cause broken colors in some situation. its very bad in 
bf1942, because it will perfectly switch the allied blue with the axis red 
and vice versa ;-)

The performance boost from vertex fixups depends on the game and the card. 
Bf1942 is one of the games that profits most from it, but on really old cards 
drawStridedSlow seems to be faster than drawStridedFast. I have seen that on 
a mach64 card, and Lionel Ulmer says he saw it on his TNT2. I have no idea 
how the radeon 7500 will react.
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index ed0a570..fb9cf7f 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1761,7 +1761,7 @@ #define BUFFER_OR_DATA(_attribute) dataL
 #undef BUFFER_OR_DATA
 
     /* Fixed pipeline, no fixups required - load arrays */
-    if (!useVertexShaderFunction &&
+    if (!useVertexShaderFunction ||
        ((dataLocations->u.s.pSize.lpData == NULL &&
          dataLocations->u.s.diffuse.lpData == NULL &&
          dataLocations->u.s.specular.lpData == NULL) ||

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