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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