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BlackJoker

Best way to render complex model

5 posts in this topic

Hello,

 

I have an interesting question on my opinion and I don`t know an answer yet.

 

I want to hold in memory and render a models which consist from big amount of different meshes (for ex. a big space ship) It has a lot of decks and dirrerent stuff inside and outside. Of course I want to have possibility to remove and add any item to/from this ship in any time. 

Each mesh has it`s own matrix. So, when I start moving a ship I had to multiply all matrices to move all objects correctly. But If I have a lot of matrices I could not do everything in time because multiplying all matrices could take a lot of time and in that case I will have lags.

 

If I merge all meshes in 3ds max I loose possibility to move separate objects.

 

So, my question is: what is the effective render algorithm if I want to have models consists from huge amount of other objects?

 

I don`t want to have a monolithic ship or any other object. I want to have possibility to remove any part away in any time.

 

Who has the same problem, please, say which way you choose to render meshes!

 

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Yourself 

 

Thanks for clarification. I forgot for occlusion algorithms, but I want to ask is occlusion will work for objects, which are inside model and not behind it?

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You can try out a BSP tree culling, and then start having Occlussion culling if that is needed. and i dont know how many objects you are having in your sceen, but you can easily optimize the

matrix multiplication with SIMD & Parrarlism. this will probably have a good effect for you.

 

But as the previous answer said, is that, there is no "common" way for this, try out some stuff and find the best solution for yourself.

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