I had similar experience when exporting material file with obj meshes,
try delete them and see if framerate gets better.
Search found 17 matches
- Thu May 17, 2012 8:25 am
- Forum: Beginners Help
- Topic: Drastic Frame Drop After Adding Meshes
- Replies: 5
- Views: 627
- Mon Apr 23, 2012 6:26 pm
- Forum: Beginners Help
- Topic: optimizing fps performance
- Replies: 15
- Views: 2932
Re: optimizing fps performance
Noticed that even addEmptySceneNode push the fps down.. how come if they are not even visible?
a simple test
Initial 475 fps
1000 addEmptySceneNode, fps = 345
1000 addCubeSceneNode, fps = 147
a simple test
Initial 475 fps
1000 addEmptySceneNode, fps = 345
1000 addCubeSceneNode, fps = 147
- Sat Apr 21, 2012 6:50 pm
- Forum: Beginners Help
- Topic: optimizing fps performance
- Replies: 15
- Views: 2932
Re: optimizing fps performance
thanks for useful comments!
Yea, post took off into screenspace:)
So far I noticed RTT did drop my framerate, changed it to 512 from 1024 and things got alot better,
actual resolution on screen is about 750px if im running in 1920width resolution, so 512 bit to low... but then again, it looks quite ...
Yea, post took off into screenspace:)
So far I noticed RTT did drop my framerate, changed it to 512 from 1024 and things got alot better,
actual resolution on screen is about 750px if im running in 1920width resolution, so 512 bit to low... but then again, it looks quite ...
- Wed Apr 18, 2012 7:27 am
- Forum: Beginners Help
- Topic: optimizing fps performance
- Replies: 15
- Views: 2932
optimizing fps performance
Hi all
When building applications Im wondering what exactly has a hit on performance.
Trying to figure out where I should focus on optimizing.
I notice my geometry, animated geometry, textures and gui takes most of the impact on fps,
but what about the other stuff I have in the loop like alot of ...
When building applications Im wondering what exactly has a hit on performance.
Trying to figure out where I should focus on optimizing.
I notice my geometry, animated geometry, textures and gui takes most of the impact on fps,
but what about the other stuff I have in the loop like alot of ...
- Tue Apr 03, 2012 7:08 am
- Forum: Everything 2d/3d Graphics
- Topic: 3D Model Animation Tools
- Replies: 18
- Views: 4909
Re: 3D Model Animation Tools
My opinion, after using 3dsmax for many years, I finally switched to blender and never looked back.
Things are bit different but all together it is just as powerful tool to use, and once you get used to the gui and workflow it feels better than working in 3dsmax.
And its free:)
krom
Things are bit different but all together it is just as powerful tool to use, and once you get used to the gui and workflow it feels better than working in 3dsmax.
And its free:)
krom
- Tue Feb 21, 2012 7:46 am
- Forum: Beginners Help
- Topic: blender 2.5 exporting X file format silly normals.
- Replies: 4
- Views: 513
Re: blender 2.5 exporting X file format silly normals.
Try investigate the model and its normals in blender editmode
try recalculate normals and also in object mode apply scale.
x format export in 2.5 is working:)
Krom
try recalculate normals and also in object mode apply scale.
x format export in 2.5 is working:)
Krom
- Fri Feb 10, 2012 4:33 pm
- Forum: Beginners Help
- Topic: problems with three normals on vertex
- Replies: 9
- Views: 863
Re: problems with three normals on vertex
After trying to use the 3ds format some time ago i just concluded to not use it anymore, It sucks!
I dont think it support sharing of vertices/smoothing groups, witch basically made it slower in realtime than other better formats.
My advice is import it into blender and convert to ply, or obj.
k
I dont think it support sharing of vertices/smoothing groups, witch basically made it slower in realtime than other better formats.
My advice is import it into blender and convert to ply, or obj.
k
- Fri Dec 30, 2011 12:43 pm
- Forum: Beginners Help
- Topic: Animating a 3D Character
- Replies: 2
- Views: 482
Re: Animating a 3D Character
My approach that I have tested with blender and irrlicht is this:
-model your character in blender
-set up and add armature(bones)
-animate armature (walkcycles, runcycles and so on)
-export to .x format
-in Irrlicht specify frameloop and speed to be played.
this is a good tutorial to understand ...
-model your character in blender
-set up and add armature(bones)
-animate armature (walkcycles, runcycles and so on)
-export to .x format
-in Irrlicht specify frameloop and speed to be played.
this is a good tutorial to understand ...
- Thu Dec 29, 2011 6:09 pm
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 1019
Re: Import large STL mesh
Probably because OctreeSceneNode is limited by 16bit index..
guess only option is to split the mesh into smaller meshes below 65k triangles, then add them to IMetaTriangleSelector.
k
guess only option is to split the mesh into smaller meshes below 65k triangles, then add them to IMetaTriangleSelector.
k
- Thu Dec 29, 2011 9:19 am
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 1019
Re: Import large STL mesh
I would suggest to convert your model to ply format, It will enable you to load huge meshes.
if you want to keep the stl format you have to split it up into smaller pieces.
k
if you want to keep the stl format you have to split it up into smaller pieces.
k
- Wed Dec 07, 2011 8:55 am
- Forum: Beginners Help
- Topic: value expression from editbox
- Replies: 1
- Views: 242
value expression from editbox
Hi all
would it be possible to write an expression into a editbox and then pass it to a variable?.
something like 2+5*2 or valueA*3 or acin(valueA*3) and then grab the result..
krom
would it be possible to write an expression into a editbox and then pass it to a variable?.
something like 2+5*2 or valueA*3 or acin(valueA*3) and then grab the result..
krom
- Fri Feb 04, 2011 12:22 pm
- Forum: Beginners Help
- Topic: OctreeTriangleSelector 16bit triangle limit?
- Replies: 1
- Views: 219
OctreeTriangleSelector 16bit triangle limit?
HI, Is there a 16bit indice limit in OctreeTriangleSelector?, i seem to get weird collision result when doing triangle picking on a highpoly mesh.
Its working on objects < 64k trianglecount. Is it a way to get around this?
Using ply format and metaSelector.
Thanx
k
Its working on objects < 64k trianglecount. Is it a way to get around this?
Using ply format and metaSelector.
Thanx
k
- Sun Feb 28, 2010 12:04 pm
- Forum: Beginners Help
- Topic: how to disable smoothing?
- Replies: 7
- Views: 1181
After bit of investigation I found that setting "set solid" in blender only does the same as stl
and 3ds format, ending up with nonshared vertices = lots of vertices compared to triangles in the
mesh and drop in fps performance and larger files to load...
Is shared vertices and triangle smoothing ...
and 3ds format, ending up with nonshared vertices = lots of vertices compared to triangles in the
mesh and drop in fps performance and larger files to load...
Is shared vertices and triangle smoothing ...
- Thu Feb 18, 2010 10:00 pm
- Forum: Beginners Help
- Topic: how to disable smoothing?
- Replies: 7
- Views: 1181
- Thu Feb 18, 2010 7:57 pm
- Forum: Beginners Help
- Topic: how to disable smoothing?
- Replies: 7
- Views: 1181