Project PLASMA FPS 2004: Thread 5

Blitz3D Forums/Blitz3D Programming/Project PLASMA FPS 2004: Thread 5

Frank, this was the ICU optimation:
(Lee):

In this case, looking at what was taking the time, I set up multiple cameras looking around in four directions. You can then set their viewports at different on screen positions. That way you have one renderworld with four faces. (you can get a better verticle field of view with a lower camerazoom which eliminates much of the look up and down)

It was also taking a long time to lock and unlock the buffer, so having to do it less often by having 4 in 1 renders sped thing up a bit.

Locking and reading the backbuffer/frontbuffer seems to be very time consuming, so I copyrected the composite four faces to a created texture which has the +256 flag to lock it in VRAM.

From that created texture reading is much faster (really much faster). But it would be better still with locked pixel stuff.

My plan ultimately would be to render two positions in one frame by using up the remainder of the texture space in a 1024x1024 frame with another camera set. That would lower the overhead on the copyrect to about half. So about 9 seconds would be about right.

I could get it down to between 5-7 secs if I could render directly to a texture!
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