Model animation - too many calculations

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11 comments, last by Buckeye 13 years, 3 months ago

Debug compiles (depending on what API you're using) usually link in debug (vs. release) libraries. Those debug libraries commonly do a lot of error-checking ( that's what "debug" does for a living ) - looking for unitialized variables, array indices out of bounds, etc., etc. Your experience isn't necessarily out of the ordinary. E.g., I get ratios of 200-400 ( 180mS vs. 0.7mS for one of my routines comes to mind ) between debug and release execution times.


Yeah, I knew debug does a lot for checking for errors, hence why I usually run in debug mode when debugging (actually, I've noticed you can't rely on the debugger in release mode). I've just never had such a huge gap in performance, until now. That'll teach me to post on here with questions that could've been resolved by two mouse clicks. =)
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Actually, since I'm not testing with a higher polygon count, does anyone know what a low- to medium- acceptable polygon count is for a human model? I'm no modeler, but I can just use subdivision to create a higher-resolution model to test.
I don't know about "acceptable," but something a bit more complete than what you have in your posted image: maybe on the order of 2000-4000 faces (triangles), about as many vertices.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

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