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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Mon, 27 Jun 2005 22:41:07 -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]> <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> <a06200702bee5b01dc875 at [10 dot 10 dot 13 dot 4]> <8CF47161-D092-4242-80E0-05C34E00E374 at miensoftware dot com> <9046cc21a0b32b65f6f04ed7bd12accf at mindspring dot com> <28D58183-A694-435F-BB2A-E7AF15F1AB02 at miensoftware dot com> <3757dcd175e2d0e629520305b1c1c99a at mindspring dot com>
Renegade's built-in profiler shows that navnodes aren't causing much of blip on your level using Quesa 1.7. In fact, I saw the same amount of slowdown on the version without navnodes.

Well it ran much faster without the NavNodes for me, I had no way of seeing the frame rate in Renegades a2 so maybe I just didn't notice it. Without those NavNodes, there would be only about 30 objects.

The slowdown is entirely contained in the rendering part of the profiler -- exactly at the point MainView.Update is called.

Yes.

This is also consistent with what I'm seeing after a preliminary run profiling Renegades with Shark. Note that I didn't see any new bottlenecks with either navnode functions or any other Renegades functions using Shark -- it all sat within Quesa (a 20% increase over 1.6d20).

I was seeing the same thing.

On the other hand, I've seen only speed improvements in other 3D apps I've built.

I know Renegades uses a lot of 3DMF shape created from a string (.AddShapefromString). Maybe there is a bad 3DMF code somewhere that is causing this??

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