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Posted: Thu Mar 03, 2005 1:50 pm
by Blade
Reducing the the texture sizes wouldn't help to improve the CPU usage ad it depends on the videocard...
Adding a delay(1) inside the main loop should relax the CPU enough without ruining the smoothness.
Posted: Thu Mar 03, 2005 5:56 pm
by Psychophanta
Guimauve wrote:I have tested my code on my computer. So I have little bit reduced the number of model from 10 to 5. Also I have reduced the texture size from 128 pixels X 128 pixels to 64 pixels X 64 pixels.
This I will probably help your computer to render the scene.
Anyway if you have a small configuration PC will have many problems with this code.
Guimauve, i have no problems. It runs smoothly. But your code "eats" 100% CPU time
in any PC
It is inadmissible that a screensaver get all 100% CPU use
Blade wrote:Reducing the the texture sizes wouldn't help to improve the CPU usage ad it depends on the videocard...
No. That's not the problem. The problem is explained here:
viewtopic.php?t=12747
And here:
viewtopic.php?t=12825 is a quick solution.
Blade wrote:Adding a delay(1) inside the main loop should relax the CPU enough without ruining the smoothness.
Yes. It depends on how fast is the machine. On fast machines Delay(15) instead Delay(1) works nice

Posted: Thu Mar 03, 2005 7:00 pm
by Blade
Now I remember that thread...
My congrs Psychophanta, great solution.
Something like that should be included natively in PB (a flag in FlipBuffers() ?), so that anyone can easily make CPU free apps...[/u]
Posted: Thu Mar 03, 2005 7:17 pm
by Guimauve
I can't understand why the Delay(10) can reduce CPU usage.
Anyways thanks for this small detail.
(Je retourne étudier ça)
Guimauve
Posted: Mon Mar 28, 2005 8:53 am
by dagcrack
?
at least works...
But I was expecting more.
Posted: Mon Mar 28, 2005 2:06 pm
by Rescator
Be carefull if you go higher than 1500.
I tried 2500 and things got really jerky.
At 2000 not half bad. At 1500 it was pretty ok.
Do NOT try 10000 models. I did and Windows went nuts with my swap file *laughs* Some insane memory needs.
Btw! 1500 models * 60 polygons = 90000 polygons.
so it seems that my system don't like more than 100000 polygons at least with this test.
A houndred thousand polygons is quite a lot though.
Most 3D characters in games are only 5000 polygons.
Which in this test would equal 84 or so models.
Posted: Mon Mar 28, 2005 5:15 pm
by Guimauve
Just in case these command can be usefull to your project :
Code: Select all
ProcedureDLL.l SpinLong(No.l, mini.l, maxi.l, increment.l)
No + increment
If No > maxi
No = mini
EndIf
If No < mini
No = maxi
EndIf
ProcedureReturn No
EndProcedure
ProcedureDLL.f SpinFloat(No.f, mini.f, maxi.f, increment.f)
No + increment
If No > maxi
No = mini
EndIf
If No < mini
No = maxi
EndIf
ProcedureReturn No
EndProcedure
ProcedureDLL.b SpinByte(No.b, mini.b, maxi.b, increment.b)
No + increment
If No > maxi
No = mini
EndIf
If No < mini
No = maxi
EndIf
ProcedureReturn No
EndProcedure
ProcedureDLL.w SpinWord(No.w, mini.w, maxi.w, increment.w)
No + increment
If No > maxi
No = mini
EndIf
If No < mini
No = maxi
EndIf
ProcedureReturn No
EndProcedure
Sorry for any inconvenients.
Regards
Guimauve