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Carmack on Display Lists

by Steve Gibson, Sep 29, 1999 10:44am PDT
Related Topics – Hardware (PC only), John Carmack

John 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.




Comments

18 Threads | 18 Comments





  • I donÂ’t *completely* understand the plan update, but i think you\'re right, I think he\'s saying that there IS a problem with accelerating player models in OpenGL. OpenGL allows you to create Display List\'s, which if i remember correctly is a hierarchical list of vertices. This hierarchical structure allows you to translate/rotate (move) one polygon and other polygons attached to that one would translate/rotate as a result. Carmack said that the standard OpenGL implimentation of Display Lists dosent work well for \" high quality skinned characters\" which i belive means that the Transformation will have to be done in Software. Unless NVidia or some someone else comes up with an OpenGL extension that Carmack Likes / works well for accelerating high quality lists of textured and animated polygons. This doesnÂ’t look good for hardware transform acceleration under OpenGL. Well it sounds like NVidia is working towards solving this issue. The question is, did Microsoft solve this problem with DirectX7 if they did, they may actually have some performance advantage over OpenGL. As much as I like Microsoft, OpenGL is simply a lot more programmer friendly than DirectX. So letÂ’s hope we are misunderstanding this issue, or that it is solved quickly.