- April 25, 2008 at 12:47 pm #29519
In a Graphic Application running on PowerVR accelerated NokiaphonesÂ (N95,Â N85Â 8gb,Â N93)Â i hold quite huge Arrays ( Vertex, Indices and Texturecoordinates ) in Graphic Memory using Vertex Buffer Objects.
The strange thing is, that i can’t see the engine rendering only one triangle more then if i just render the normal arrays (not less either). In fact i’m rendering the VBOs and not the arrays, because i free arrays memory before rendering starts.
What is the problem with VBO acceleration on Nokia phones?
Any hints or solutions?
AndiApril 28, 2008 at 1:04 pm #32084
This isn’t really a problem, it’s just that VBOs simply do not offer a significant performance advantage on these phones because of their memory architecture.
In case you are asking because you are getting lower than expected performance, maybe we can help you find the bottleneck?April 29, 2008 at 9:04 am #32085
Thank you Xmas.
The problem at the moment is not the expectedÂ performanceÂ butÂ theÂ sizeÂ ofÂ theÂ project.Â ThereÂ isÂ aÂ lotÂ ofÂ 3DÂ dataÂ allreadyÂ andÂ there will be much more in the future. So of course we try to increase performance on all parts of the rendering engine. At the moment, I work on recalculating the meshes ( Some are just triangles, no stripes at the moment )
Well possible, that there will be some post about the performance things of this application here in the near future!
Until then, thanks a lot and best regards!