11-29-2016, 10:36 AM
KrisBee, thanks for the feedback, and great that I'm on the right track.
I don't know if I ever will come down to 1.5.4 performance.
This is very hard to test since it is based on "feelings", I can't find good measurement points to
find out what is different between the versions so it makes hard to track down what is needed
to be done.
The autorotate was badly implemented before so I have changed the implementation completely in 2.1.3,
but there shouldn't be a large difference between 2.1.3 and test.
Could you email me one of your models for testing: dangud at gmail... or upload it somewhere and email me a link.
Tech description:
We have done two things since 1.5.4, changed gui interface, and changed opengl usage from
old display lists to modern vertex buffers.
1.5.4 is based on SDL which is a gaming api, and wxWidgets is a general gui interface.
And the way the mouse events are handled are very different.
Wings was based on the old OpenGL display lists, so it costs a bit more to build vertex buffers
instead but with time and more shader usage it will be better, and the old OpenGL usage is removed
in newer OpenGL versions, so we will have to move slowly in that direction.
I don't know if I ever will come down to 1.5.4 performance.
This is very hard to test since it is based on "feelings", I can't find good measurement points to
find out what is different between the versions so it makes hard to track down what is needed
to be done.
The autorotate was badly implemented before so I have changed the implementation completely in 2.1.3,
but there shouldn't be a large difference between 2.1.3 and test.
Could you email me one of your models for testing: dangud at gmail... or upload it somewhere and email me a link.
Tech description:
We have done two things since 1.5.4, changed gui interface, and changed opengl usage from
old display lists to modern vertex buffers.
1.5.4 is based on SDL which is a gaming api, and wxWidgets is a general gui interface.
And the way the mouse events are handled are very different.
Wings was based on the old OpenGL display lists, so it costs a bit more to build vertex buffers
instead but with time and more shader usage it will be better, and the old OpenGL usage is removed
in newer OpenGL versions, so we will have to move slowly in that direction.