check without collisions- I use D3DXMESH and get much greater results. If the speed goes massively up then you may want to rewrite your collision code. Obvioulsy I don''t know the specifics of your engine or your physics, but mine runs substantially quicker using similar rendering techniques.
Neil
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
Optimizing a Mesh
There does not appear to be a significant speed inc when
taking out collisions.
I use LPD3DXMESH and this seems to work fine. The collisions
are done with the ray itercepting the object, picking which
face it hit and calculating the bounce from that. It looks good
and the bounces are right. The tree collisions aren''t bad either. thedo, have you ever experimented with shadows in your
engine?
Nick
taking out collisions.
I use LPD3DXMESH and this seems to work fine. The collisions
are done with the ray itercepting the object, picking which
face it hit and calculating the bounce from that. It looks good
and the bounces are right. The tree collisions aren''t bad either. thedo, have you ever experimented with shadows in your
engine?
Nick
Not yet. My stuff is for a university final year project so may experiment if the time is available. However at the moment just getting every thing to work seamlessly is a pain. I want to look into shadow volumes and stencil bufers later though. Why you ask? You wanting to implement it? There is a good doc on gamasutra about d3d stencils - seems a good place to start. Just out if interest are you using HW T+L on your card as that could make a difference.
Neil
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
Neil
WHATCHA GONNA DO WHEN THE LARGEST ARMS IN THE WORLD RUN WILD ON YOU?!?!
I am using the stencil buffer to do shadows on the regular
meshes and it works fine. But, the skinned meshes present a big
problem. I found some shadow map stuff on the nvidia site, so i might try that.
Nick
meshes and it works fine. But, the skinned meshes present a big
problem. I found some shadow map stuff on the nvidia site, so i might try that.
Nick
Attribute Sorting must happen before Vertex Cache Optimization can happen.
For non-attribute sorted meshes, DrawSubset will have to manuelly search the index buffer and build up a list of triangles to render, possibly rendering one at a time, cleary, this can be dirt slow. In addition to that, your vertex chache is blown when you have to do another drawprimitive.
Personally, I think Drawsubset should just fail and force the user to have an attribute sorted mesh. There is no excuse not to have one. Think of attribute sorting less of an optimzation, and more of not doing something insane...
For non-attribute sorted meshes, DrawSubset will have to manuelly search the index buffer and build up a list of triangles to render, possibly rendering one at a time, cleary, this can be dirt slow. In addition to that, your vertex chache is blown when you have to do another drawprimitive.
Personally, I think Drawsubset should just fail and force the user to have an attribute sorted mesh. There is no excuse not to have one. Think of attribute sorting less of an optimzation, and more of not doing something insane...
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