Carmack on Display Lists
by Steve Gibson, Sep 29, 1999 10:44am PDTJohn Carmack has a .plan update at fingershack.com which is pretty technical talking about display lists and how the OpenGL API deals with them. I'll just take a small portion of it, check out fingershack for the full deal:
If we kept the same ratios and designed for geometry acceleration with all the static world geometry in display lists, then the empty scene could have 4x the geometry and still be running the same speed. However, current OpenGL display lists can't really accelerate high quality skinned characters, so when an equal number of character polygons was in scene and passed through normal direct rendering, the performance would drop to 20% of the original. Unacceptable.
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Comments
...people crack me up.
Tim Sweeny is very very happy with Carmack\'s .plan updates...he\'s getting worldclass advice for free! :)
Ok, doesn\'t this plan update say that there is difficulty in accelerating player models in OpenGL? It seems to me like only static geometry (levels) can be hardware accelerated. That would not fare well for the GeForce (if it was indeed true), because player models is what causes the big slowdowns in Q3. Does anyone actually fully understand this plan update, and is willing to clarify?
But who cares when he gets it to us as long as he does sometime soon!
9)
-- Martin
Im not joking, it looks really cool.