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Thread: Re: shockwave 3d and bsp trees




Re: shockwave 3d and bsp trees
country flaguser name
Netherlands
2007-03-07 10:36:15
Berndt Garbotz wrote:
> Hi Lucas,
>
>> have their bonesplayer modifier taken away from
them, etc.
>
> wow, that helps to save performance ?? 
Yes.  paused bonesplayers are as cpu consuming as running
ones...

I'm pretty sure it also doesn't matter if you've removed
your model from 
the world. (regarding bonesplayer performance offcourse,
it does help speed rendering somewhat).

I seem to remember that if the model's boundingsphere is
completely 
outside the camera frustrum, that it might not
get updated, but I'm not terribly sure...  this can give you
bugs if you 
translate bones a lot instead of moving them, as
the boundingsphere doesn't get updated, and your model can
actually 
partly get into the frustrum, while it will be incorrectly
culled.

Bye, Lucas
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Re: shockwave 3d and bsp trees
country flaguser name
Colombia
2007-03-07 11:00:17
> Yes.  paused bonesplayers are as cpu consuming as
running ones...

Ack, that's news to me. I must admit I never investigated it
simply because 
you'd assume pausing it stops it processing.
Well, you know what they say when you assume something. It
makes an arse out 
of horrific shorthand notation and me.

Something for me to look into in the future definately,
cheers for that 
nugget of information.

Speaking of bones players, I still haven't looked fully into
why my models 
eventually end up vibrating in that christmas game I posted
a while back.
If I remember, I'll release a demo program and a model and
anim since I 
can't see why the hell it's happening and it's clearly not a
good thing.
Stupid bonesplayer.

Barry
gerbiltheburrow.co.uk 

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