The curve3d object doesn't directly do the drawing - that is handled by the driver, which is why we have little to no means to correct bugs or improve performance. Probably the best long term solution is to create an object that generates a mesh and control points. The newwave object might work as a starting point, but I would suggest using vertex arrays if you want lots of resolution and control points.
On 11/20/05, B. Bogart ben@ekran.org wrote:
Hey all,
I'm trying to get slightly better resolution out of my curve3d objects, so I'm using them in array.
Strange thing I'm seeing is that each curve3d rendered seems to use up about 20% of my AMD64 CPU. (3200+, Nvidia N6600) (on linux) running 60fps.
Though I'm not manipulating the points at all, just connecting the gemhead straight to the curve3d and thats it, 20%.
I'm aiming to use a grid of 4x3 curve3ds, but my test patch has only 4 and its already using up about 80% of my CPU without even sending new control-point data.
Any ideas on how to make this object more optimized? I'd really like to be able to use more than a few of these objects...
(no wonder my performance patch with a cube of 6 curve3d objects uses up 100% CPU of my 1.25Ghz g4 powerbook.)
Thanks all.
b.
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