| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Quesa 1.7 |
| From: | Lo Saeteurn <realbasic at miensoftware dot com> |
| Date: | Wed, 22 Jun 2005 10:28:22 -0700 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <BEDE637E dot DC38%larsjensen at rcn dot com> <615517468c1c6a2482dcf591d7a175a9 at mindspring dot com> <a0620070cbedf3c18c53d at [10 dot 10 dot 13 dot 4]> |
Fog? Nope. With fog on or off, it runs the same. Heavy use of translucency? I added 30 E1L1_deco_Tree1 have them all in view at once in Renegades and it is still fairly fast. I also added 4 emitters emitting very fast, but still fairly fast. Maybe it's not the rendering at all, but the culling (which is supported by Quesa in the calculation of bounding boxes)? Here's something interesting...When I removed all the NavNodes from a simple map I have, the render FPS jumped from 9 FPS to 130 FPS. Not sure if this is useful or not... The simple map has about 37 objects not counting the NavNodes. There are over a thousand NavNodes though. It was built with my SceneBuilder, but it works with Renegades a2. You can download the maps here: http://www.miennetwork.com/deathcity.sit It is missing the Terrain model, but it is not necessary for the test. _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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