Jump to content
  • Advertisement
Sign in to follow this  
Quat

Optimizing Editor

This topic is 2746 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello,

I need to optimize our level editor. I have found that the application CPU side is actually the bottleneck, not the GPU. The problem is all the API/Draw submissions using DX9.

In the editor, we do not really have "static" geometry in the typical sense because the user can select individual objects and edit them. We don't merge objects with the same materials until export to minimize Draw calls.

I'm wondering how editor authors handle this. Is it best to have a cost on insert/deletion of objects and group objects with the same material into one mesh? I might also try using the instancing API.

Share this post


Link to post
Share on other sites
Advertisement
You need to design your engine to support both cases:
- one where objects are real static objects
- and the other for dynamic objects (your Editor "static" objects should fall in this group, but in the game these static objects will be rendered by the real static objects path in your engine)

(It goes without saying that your engine is used both by the game and the editor in this scenario)

Grouping objects of similar material into 1 mesh is the way to go. But remember to send their transform matrices in your shader and index them there (or you could pre-transform them before you do add/merge them into the single mesh).

Hope this helps.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!