GLdc 1.1 Released

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kazade
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GLdc 1.1 Released

Post by kazade » Sat Mar 30, 2019 2:54 am

I figured I'd make a new topic so that this doesn't get lost in the old one.

I just tagged GLdc 1.1 which contains a major refactor of the drawing code to improve performance. I think this is about as fast a GL implementation as you can get without some serious low-level optimisation work. Release notes:
  • Reduced internal calls from immediate mode drawing to improve performance
  • Reduced memory usage by about 40%
  • Added glKosInitEx which allows you to control some internals (enable autosort, control initial buffer allocation size etc.)
  • Fixed a bug with texture twiddling
  • Other bug fixes
This library is now powering the nuQuake project and Reaperi Cycle among others.
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Re: GLdc 1.1 Released

Post by BB Hood » Sat Mar 30, 2019 2:06 pm

Just stopping to say you're awesome 👏 😎
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Re: GLdc 1.1 Released

Post by Ayla » Sun Mar 31, 2019 11:35 am

Why do you compile it with -Ofast?
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Re: GLdc 1.1 Released

Post by kazade » Sun Mar 31, 2019 1:26 pm

No real reason, I just thought it might produce faster code than -O3 in some situations (even if not to the standard). Is there a reason to avoid it?
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Re: GLdc 1.1 Released

Post by Ayla » Sun Mar 31, 2019 2:15 pm

My bad, I thought -Ofast was for faster compilation times (so less optimizations).
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Re: GLdc 1.1 Released

Post by kazade » Tue Apr 02, 2019 2:19 am

Oh, by the way, if anyone wants to help out or chat about GLdc there's an active Discord channel on the Simulant server.
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Re: GLdc 1.1 Released

Post by Quzar » Thu Apr 04, 2019 12:57 pm

kazade wrote:
Sun Mar 31, 2019 1:26 pm
No real reason, I just thought it might produce faster code than -O3 in some situations (even if not to the standard). Is there a reason to avoid it?
If you have a benchmarking setup it might be worth it to test various differences. I know back in the day I always used -Os, as O3 would randomly break things and Os helped prevent O2 from bloating code (which tends to be a bigger boon.
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