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Bug #775: .NET and C++ frustum culling
TV3D SDK 6.5
Not Specified
Current State:
Created On:
September 22nd, 2007
Last Modified:
October 4th, 2007
Reported By:
Again me. From all problems I had this one I most dislike. :)

I have 2 projects, one is C++ (console app with tv init fullscreen) and one is C# (win app with tv inited on windowed and then switched to fullscreen). Both of them are having the same code for loading and rendering, everything... the same scene, everything...

And now I'm rendering, from same angle, same scene, statically... But hmm, cpp version goes like 70% of .net speed. So if .NET is going on 39fps, CPP is going on 26fps.

Now, when I turn on my frustum culling the fpss are equal, which means that the slowment is internal, right?
Did you maybe forget compile the dll for cpp version with all the optimizations?

ps. if you need my code and binaries, let me know

Thanks :)


Posted by GD on September 22nd, 2007 at 12:13 AM
i'm using vs2005 for cpp and csharp, maybe 2005 and 2003 cpp's don't like each other?
Posted by SylvainTV on September 22nd, 2007 at 2:47 PM
We noticed that the DLLs we shipped in the prerelease was a little slower for some people.
I think the problem will be solved with the next release that should happen this weekend hopefully :)
Posted by GD on September 25th, 2007 at 1:09 PM
The problem remains. Now I tried GCC version and it's between MSVC and .NET. For example MSVC'05 is going on 26, GCC on 31 and .NET on 40 FPS.

Can you please test this? Render (massive) same scene from same angle and position in different languages.
Posted by Hypnotron on October 1st, 2007 at 6:40 AM
would help if you could provide these test scenes. if you want to get your bugs fixed asap, it's best to make life for the developers super easy.

zip / rar your projects up somewhere and add a link to it in the comments of this bug.
Posted by SylvainTV on October 4th, 2007 at 1:27 PM
He did that. I have been able to test it here and i can't reproduce it.
It looks like it's a thing on his computer.
Weird though.
I will close the bug anyway.