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Re: Quesa 1.7

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Quesa 1.7
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 27 Jun 2005 08:32:27 -0500
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]> <1D92F0E6-2CDB-4C10-981F-D42BED628EF3 at miensoftware dot com> <a06200708bee0875d8c41 at [10 dot 10 dot 13 dot 4]> <9D5EF733-24AF-4EDF-AE62-01B95D2D0925 at miensoftware dot com>
At 10:02 AM -0700 6/23/05, Lo Saeteurn wrote:

That's a lot of NavNodes, but it still shouldn't be causing that much of a slowdown. NavNodes are only checked when you cross a node boundary. Is that frame rate only when you're running around (crossing lots of boundaries), or also when just standing still?

Both. I think maybe any Object3D that you create with Quesa/RB stays in the render list.

NavNodes don't create any Object3Ds. So there's something fishy going on here: if the NavNodes are involved, then it shouldn't matter what version of Quesa you're using. If it's Quesa at fault, then the NavNodes shouldn't affect it.

You could try the maps I linked in my previous message. I ran it in Renegades a2: one map with the NavNodes and one without.

I'd like to, but I don't know when I'll get the chance -- things are a bit busy for me at the moment.

I believe NavNodes generate their own Object3Ds even in the game. Is this correct?

No, or at least, they certainly shouldn't do so.

--
Joe Strout                          REAL Software, Inc.

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