Day 5:

Published July 29, 2008
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Yesterdays objective: Met

I was able to find the correct configuration of triangle translation, and here we have a screenshot of a mesh that was rendered with the system. What we have here is a low resolution trimesh, with one of the sections textured. It has been loaded into a collection of octrees of each 256m squared, and the alternating squares show roughly where the boundaries are on the horizontal plane. There is a huge gap underneath where no octrees have been created, thus increasing efficiency.





Its difficult to get a sense of the scale of the scene without any characters as a frame of reference, so I added some smilie faces. The large on in the middle is 100m squared and there are some tiny ones, so small they take only 1 or 2 pixels, which are 1m squared. As a result they got killed by the jpeg compression. The green grass square is approx 256m squared, and the entire scene is 2048m squared. The squares which are black and pink are being bound to the warning texture I mentioned yesterday, which is pretty useful since by chance it has 8x8 squares on it, so each square aligns closely to one of the boundaries of the scene.

FPS data is not meaningful at the moment, because I am not performing any culling operations on the system. It simply loads the entire file and enables me to render it, and it is rendering each entire octree by brute force.

Secondly, each leaf node on the octree is rendering its data with intermediate mode. To get real performance statistics, I need to convert the data into a vertex array.

The system does not yet perform the actual task it was designed to do: Load chunks from file as they are needed. Instead, to test that it renders properly, I am loading the entire file. However, once I have tested the efficiency of rendering the entire system including culling and vertex arrays, I will consider if I should write it to disk, and load it, from my own file format, or if it is just as efficient just to load from the original .ac file format.

Tomorrows Objective:
Write psudocode and do some dry runs for frustum culling within the octrees.
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