You can still take your code that uses Assimp and move it into an external tool that you run ahead of time, which you can then use generate a simpler binary file that can be loaded quickly.Well, the thing is that I use Assimp.What format are you trying to load it in? Sounds like you might be parsing text, which is never going to be fast; instead you should preprocess the model into a binary format that can be just loaded directly into buffers with a single fread.
DX11 - Sponza Scene - Comparison of loading times
You can still take your code that uses Assimp and move it into an external tool that you run ahead of time, which you can then use generate a simpler binary file that can be loaded quickly.
Well, the thing is that I use Assimp.What format are you trying to load it in? Sounds like you might be parsing text, which is never going to be fast; instead you should preprocess the model into a binary format that can be just loaded directly into buffers with a single fread.
Huh.. Don't know why I didn't think of that, but thanks, I'll give it a try.
Sorry, I've been implementing terrain LOD and did not have time to profile my loading of the mesh. But when I do have time, this 22 MiB mesh will surely be interesting to load and render. I saw the sponza mesh everywhere. Pretty much anybody writing an engine has screenshots with it, but I never used it before. It will be a good stress test for my forward rendering of multiple point lights.
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