But the issue is, I have a model that contains 119995 triangles, very large number of triangles, I need to change the vertices position of model in the real-time. for example I am rotating the model vertices. So, by changing the vertices position, face and vertex normal vector must be calculated again. When I enable the face normal, obtained FPS is 59 but when toggled to Vertex normal FPS goes down to 1 FPS,
in every single frame two loops are running, vertices position updating and vertex normal calculating, because of large number of trinagles, I think computer processor give up...
Is there any method to speed up the vertex normal calculations? by using GPU ? or any suggestions?
yea one more thing I am also using FBO but no results. I think the issue is loop running by vertex normal calculation. am i right?
At this stage I am running my simulation by using face normals but I wish I can use vertex normal in real-time. What to do ?
void RotateMeshByComputingRotationMatrix(float XRotAngle)
{
for (int i=0; i<N_Vertices; i++)
{
Rotate_Model_Vertices(i, XRotAngle);
}
for (int i=0; i<N_Trinagles; i++)
{
ComputeFaceNormals(i);
}
for (int i=0; i<N_Trinagles; i++)
{
ComputeVerticeNormals(i);
}
}
Thanks.
Lucky


















