Problems with GL_SELECT

Hi!

I have recently installed Tao Framework on Vista and I have a problem with picking. It appears that drawing becomes really slow (times of seconds for one frame) when I enter GL_SELECT mode to do picking. Has anyone got similar problems?

I have profiled my app to see what's going on. The results are that the slowest function is glLoadName(Int32) which consumes 90,22% time. The thing is that, as I said before, it only happens in GL_SELECT. For comparison:

1. in GL_SELECT, time 99 701 ms, 4482 calls -> 22.25 ms per call

2. in GL_RENDER, time 3 ms, 800 calls -> 0.00375 ms per call

Please, help!?

Hi! I work on XP Pro SP2 and

Hi!

I work on XP Pro SP2 and have exactly the same problem. I think it strange because there are in my world only about 200 rectangles, which isn't a huge number.

Since your post have you solved it?

Best regards,
Rensaman

Hi, from my experience I can

Hi,

from my experience I can say you should not implement picking using the selection buffer. Reading from most graphic cards is incredibly slow, and the selection buffer is made for a small number of large objects.

For better control and performance, manual ray casting into the screen seems to be the only option.

I have a scene with a few thousand triangles and picking is still quite fast, although I use no speed-up technique, spatial sorting, not even bounding boxes - hell, I don't even store the triangles but recreate them every frame Smiling

Best Regards,

Chris

Since my post I have already

Since my post I have already tried to determine the selected item using gluUnproject (and a simple linear search among the shown quads) and you're right, it is more faster, than the built-in picking.

Thank you for helping!

Best regards,

Rensaman

I'm guessing you both have

I'm guessing you both have ATI cards -- you might get back your GL_SELECT performance if you downgrade to 7.11 catalyst drivers. See

http://www.it.usyd.edu.au/~tapted/slow_glselect.html

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