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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55749 Location: Earth, Sol, Milky Way
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Posted: 06 Feb 2010 03:43:12 pm Post subject: |
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I understand what you're saying in that post, since I'm used to reading gprof output, but I think other people would be very confused by that %Time column.  _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Posted: 06 Feb 2010 03:48:47 pm Post subject: |
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| KermMartian wrote: | I understand what you're saying in that post, since I'm used to reading gprof output, but I think other people would be very confused by that %Time column.  |
%NSTime is the important one since it shows where the real crunch is happening.
My big challenge right now is figuring out how to restructure the TSMesh rendering code to make good use of vertex buffer objects to cut down on the amount of data per frame that's shoveled across from main RAM to the GPU. With the Cemetech towers test
For those of you who are wondering why I'm putting so much effort into the DTS rendering pipeline instead of working on LDraw objects, it's because my plan is to implement LDraw objects as a subclass of TSMesh, to allow the models to be seamlessly dropped in to vehicles, rigidshapes, and players. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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Sigfig
Advanced Newbie

Joined: 06 May 2009 Posts: 67 Location: Here.
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Posted: 09 Feb 2010 10:57:01 am Post subject: |
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Which is a great idea, and the DTS rendering greatly needed to be updated.
However in most of my experience features like that are add and then optimized. _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55749 Location: Earth, Sol, Milky Way
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Posted: 09 Feb 2010 11:17:14 am Post subject: |
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| elfprince13 wrote: | | In this case I'm optimizing first so I have to do less structural reorganization later. | Logical enough, but to build off the theme Sigfig was getting at, I bet we'll come up with more optimizations after the LDraw system is in place. _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Sigfig
Advanced Newbie

Joined: 06 May 2009 Posts: 67 Location: Here.
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Posted: 09 Feb 2010 03:14:51 pm Post subject: |
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I guess you're right, working with the LDraw library and custom ldraw files isn't something you could switch over easily. _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Posted: 11 Feb 2010 11:33:41 pm Post subject: |
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TSSkinMeshes are presumably the only meshes that will need to be configured for DYNAMIC or STREAM usage (I'm guessing that DYNAMIC will be more efficient since it will prevent constant reallocations) when I begin writing the VBO code. Everything else should be okay as STATIC. Though...this evaluation is based solely on the animation code, and may change once I take a look at how detail levels work, I'm anticipating that to be a question of using IndexBuffers, and not with how the usage flags are configured. What I'd *really* like to figure out is if I can use the TextureManager to batch rendering even more efficiently by minimizing state changes related to texture swapping.
LDraw poly-rendering code will inherit from the Standard or Sorted mesh classes, so this is all a plus.
I haven't yet decided whether the brick class will inherit from SceneObject or GameBaseObject. I need to investigate the finer details of networking a little more before I make that decision. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Jimmg

Member

Joined: 28 Feb 2010 Posts: 116
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Posted: 24 Apr 2010 02:51:03 pm Post subject: |
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| After LDraw you should implement an octree much like Retails for hiding hidden faces. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55749 Location: Earth, Sol, Milky Way
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Posted: 24 Apr 2010 03:18:26 pm Post subject: |
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| Jimmg wrote: | | After LDraw you should implement an octree much like Retails for hiding hidden faces. | For the trllionth time (cf Luquido's massive rant after elfprince13 suggested the same thing) octrees are not a panacea for slow rendering. _________________
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Jimmg

Member

Joined: 28 Feb 2010 Posts: 116
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Posted: 24 Apr 2010 04:01:35 pm Post subject: |
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| KermMartian wrote: | | Jimmg wrote: | | After LDraw you should implement an octree much like Retails for hiding hidden faces. | For the trllionth time (cf Luquido's massive rant after elfprince13 suggested the same thing) octrees are not a panacea for slow rendering. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Posted: 24 Apr 2010 06:48:59 pm Post subject: |
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| Jimmg wrote: | | After LDraw you should implement an octree much like Retails for hiding hidden faces. |
That was probably helpful, but there are other significantly more helpful things that can be done as far as object management is concerned, which are being done in Freebuild. Also, hidden FACE removal is a terrible idea, faces are cheap. It's hidden object removal that is key.
The one thing that Retail has that Freebuild will be lacking is Ben Garney's physics diaper, which is pretty sweet, but well outside the scope of what I have the time to implement. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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CyberPrime
Power User

Joined: 19 Apr 2009 Posts: 370
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Posted: 24 Apr 2010 09:29:59 pm Post subject: |
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| Hopefully after we have LDraw fully implemented more coders will join the project and be able to tackle those bigger things. |
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elrunethe2nd

Power User

Joined: 21 Nov 2008 Posts: 362 Location: In my infernal forge...
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Posted: 24 Apr 2010 10:30:20 pm Post subject: |
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| CyberPrime wrote: | | Hopefully after we have LDraw fully implemented more coders will join the project and be able to tackle those bigger things. | Better start advertising then. TOB doesn't have any people of that caliber, and Retail and RTB aren't likely to provide many either. _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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swivelgames
Transient Squash

Joined: 27 Sep 2005 Posts: 2345 Location: On the planet called Earth
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Posted: 25 Apr 2010 10:39:28 pm Post subject: |
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Definitely. I'm sure it won't be too hard to find a few coders out there willing to dedicate their time to a side project like this  |
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Lucas W

Expert

Joined: 07 Sep 2009 Posts: 577 Location: Australia
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Posted: 26 Apr 2010 01:11:58 am Post subject: |
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| What if no one does? |
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elrunethe2nd

Power User

Joined: 21 Nov 2008 Posts: 362 Location: In my infernal forge...
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Posted: 26 Apr 2010 04:55:13 am Post subject: |
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| Lucas W wrote: | | What if no one does? |
Its a possibility, and I didn't wanna ask, but it must be considered. _________________
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