AH!PH3NOM wrote:Actually took another look today, and KOS does actually does have an example using Direct Rendering, and this example actually helped me make one important optimization to my rendering code:Neoblast wrote:Humm it sure is interesting and maybe an example should be uploaded to the kos svn?
A good way to test would be a "stress test" of the engine with/without (primitive method /new) plus static and moving polygons then checking the framerate.
Have you tried if its faster with static onesas well?And looking closer at the KOS API, it makes perfect sense why this method works faster:Code: Select all
kos\examples\dreamcast\pvr\pvrmark_strips_direct
http://gamedev.allusion.net/docs/kos-cu ... 154aefe77b
I missed that one on the kos examples, heh
Thank you PH3N0M, some parts of this thread should be pasted onto some tutorial.
Managed to do some tests?