jules wrote:There's one weak point in the win32 implementation that I never managed to figure out - if you look at OpenGLGraphicsContext, line 1029, there's a numQuads setting which defines how large the chunks of data are that get sent to the GPU.
I took a look and I see numQuads = 64 for Win32, while it is 8192 for other platforms. That doesn't smell right!
Perhaps something to try would be to build the old version, but set JUCE_USE_OPENGL_FIXED_FUNCTION=0 to make sure it really was using the shaders.
jules wrote:It's really no help to quote all these numbers or get other people to do the same test - I need to know *why* this is happening, not by how much! Even if it only happened on one machine, there'd still be a problem to fix. I just haven't a clue what it is, and throwing endless timing statistics at me is not useful!
I've already looked through that diff and really can't see anything that looks significant.
jules wrote:The rendering is all done in OpenGLGraphicsContext.cpp, that's by far the most likely culprit.
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