On Mar 24, 2006, at 7:57 PM, Lo Saeteurn wrote:
One reason for the slow down are the animations. It has to go
through 20-50k+ points and interpolate the vertex positions and
vertex normals, but it really only does this for models that are in
view--maybe processed frames may help. When compiled with RB 5.5,
performance just about doubles (sometimes even triples). I'm still
not sure why this is so.
Yowza, that's a lot of points. How are you going about interpolating
vertex normals? I asked a question about interpolation on this list a
while back and Joe talked me out of interpolating normals and letting
RB do it -- you might want to try it and see if you gain any speed back.
In my own tests with RB2006, I've seen slowdowns with multiple 700+
vertex objects (I think I can get about 7-8 of them in there before a
see things start to slow down, and I'm only interpolating vertices).
My machine is kinda weird because I have a 1.8Ghz G4 (upgraded the
CPU), so your engine runs about 12-15 FPS for me.
As a side note, morphing does work fast on multiple objects if your
objects aren't built up with too many vertices. In a morph demo I've
been playing with, I had 50 birds (36 vertices; very low poly)
flapping around without much of a performance hit.
==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/
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