02-19-2026, 07:34 PM
(02-19-2026, 12:45 AM)Unseen Machine Wrote: So i think as we are aligned in most of it the 1GB thingy....mate youre over cooking and over complicating it! My BSP and with models is < 10mb ram when i port it to AZDO mode itlll be < 8 so i think youre missing a trick or dont truly understand the basic principle's yet. Like that level of memory usage is for Unity and Unreal, not a basic fronted simple terrain engine!You can store the terrain information in a smaller space, but this is the fastest way I could solve the loading.
Yes you can hack it to suit your needs but there are much faster and better methods!
Dont take this as me saying its crap, i love you and your work! I will make a stand alone version of my terrain engine that you can then use and add your car too and then I hope i can teach you something!
I can do >600 fps with my system atm!
John
How can you load the gllist faster than this?
I could save on file size if I used drawarrays/drawelements, but for some reason that doesn't work well in gllist.
How can you solve the loading faster than this?
I'm curious about your solution.
Code: (Select All)
Open TFILE$ For Binary As #FF
GLlistMAP&(tx, ty, Atext) = _glGenLists(1)
_glNewList GLlistMAP&(tx, ty, Atext), _GL_COMPILE
_glBindTexture _GL_TEXTURE_2D, text&(Atext)
_glBegin _GL_TRIANGLES
If LOF(FF) > 2 Then
ReDim dat(LOF(FF) \ 4 - 1): Get #FF, , dat(): Close #FF
vertCount = UBound(dat) + 1
For i = 0 To vertCount - 1 Step 8
_glNormal3f dat(i), dat(i + 1), dat(i + 2)
_glTexCoord2f dat(i + 3), dat(i + 4)
_glVertex3f dat(i + 5), dat(i + 6), dat(i + 7)
Next i
End If
_glEnd
_glEndList
Close FF

