Search found 17 matches

by muckelzwerg
Wed Jun 29, 2005 6:59 pm
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

Aye, I second that.

My problem at the moment is, the question "what performance is irrlicht capable of ?".
If I cant display 10 animated Meshes simultaneosly (so no need to think about
culling at this point) without killing my fps, I simply cant use irrlicht.
:?

-- -- muckelzwerg
by muckelzwerg
Wed Jun 29, 2005 12:21 am
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

I was far enough away from the nodes. In fact I can keep moving away s long as i like. I decreased the FarValue of the camera and it pretty goodssems to cull the OctTreeNodes when I cant see them anymore. But the AnimatedmeshSceneNodes allways use up my FPS. Its not the problem to implement culling ...
by muckelzwerg
Tue Jun 28, 2005 9:36 pm
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

Ok, not that I do not believe you, but then I got problems understanding something : I just did a simple test with the Hello World demo. I added about 10 animated scenenodes of sydney, that drops the fps drastically. Adding 10 OctTreeNodes results in the same fps decrease. But then I turn around so ...
by muckelzwerg
Mon Jun 27, 2005 3:56 pm
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

Thanks, thats helpfull. I think, my main problem is, that I do not completely understand what irrlicht does about culling etc. The OctTreeSceneNode is the only node, that gets culled by the cameras aabbox ? So I will have to handle every other node myself, using "intersectsWithBox()", if i...
by muckelzwerg
Sun Jun 26, 2005 11:34 pm
Forum: Advanced Help
Topic: CameraSceneNode rotation trouble ?
Replies: 1
Views: 445

ICameraSceneNode does NOT automatically react on mousemovement.
(ICameraSceneNodeFPS does)
You will have to implement that yourself.


-- -- muckelzwerg
by muckelzwerg
Sun Jun 26, 2005 6:27 pm
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

Linepicking wont help me, since it will hide large objects if only a part of them is blocked. But atm I am pretty confused aboute the culling already done by irrlicht. I could not find a reference which nodes get culled under which circumstances. Can anybody tell me where I get information on that. ...
by muckelzwerg
Sat Jun 25, 2005 5:25 pm
Forum: Advanced Help
Topic: performance issue - many nodes
Replies: 11
Views: 1119

performance issue - many nodes

Hi I got a problem with the FPS on my irrlicht program. The combination "scene_manager->draw_all()" with many "IAnimatedMeshSceneNodes" seems to kill my framerate. - Is there a way arround "draw_all()" ? Should I build a mesh selector to choose which meshes to update vi...
by muckelzwerg
Sat May 21, 2005 11:32 am
Forum: Beginners Help
Topic: can you find the jittering ?...
Replies: 4
Views: 427

Great, third time, I answer this thread, and it just gets lost somewhere. @ sourada : I implemented a externel camera very similarto yours. It works fine , but since I used the normal cameraI have to map the mouse movements to the rotation. Maybe Im just stupid, but I cant get it done smoothly. How ...
by muckelzwerg
Tue May 17, 2005 9:08 pm
Forum: Beginners Help
Topic: can you find the jittering ?...
Replies: 4
Views: 427

can you find the jittering ?...

A while ago I tried to set up a primitive 3rdperson camera using the FPS camera. I encountered a few problems and went for a different solution, but that thing still bugs me. I'm merely getting the cameras orientation an move it to look at the desired target. And somehow this results in massive jitt...
by muckelzwerg
Tue May 17, 2005 9:04 pm
Forum: Beginners Help
Topic: can you find the jittering ?...
Replies: 0
Views: 112

can you find the jittering ?...

A while ago I tried to set up a primitive 3rdperson camera using the FPS camera. I encountered a few problems and went for a different solution, but that thing still bugs me. I'm merely getting the cameras orientation an move it to look at the desired target. And somehow this results in massive jitt...
by muckelzwerg
Tue May 17, 2005 9:49 am
Forum: Beginners Help
Topic: collision reaction via aabbox ?
Replies: 2
Views: 383

Yep, thats what I'm doing. Atm I'm getting the transformed bbox everytime i need it, instead of updating; works fine. But the problem is that I'm additionally using the "usual" irrlicht collision detection, to prevent objects from intersecting, which results in the effect that objects whic...
by muckelzwerg
Wed May 11, 2005 9:07 pm
Forum: Beginners Help
Topic: how to set accurate ellipsoid values ?
Replies: 5
Views: 535

virtual ISceneNodeAnimatorCollisionResponse* irr::scene::ISceneManager::createCollisionResponseAnimator ( ITriangleSelector * world, ISceneNode * sceneNode, const core::vector3df & ellipsoidRadius = core::vector3df(30, 60, 30), const core::vector3df & gravityPerSecond = core::vector3df(0,-1...
by muckelzwerg
Wed May 11, 2005 8:17 pm
Forum: Beginners Help
Topic: how to set accurate ellipsoid values ?
Replies: 5
Views: 535

No thats not what I mean. Irrlicht uses Triangleselectors to calculate collisions. And the basic way is to use a CollisionResponseAnimator with a sceneNode, which takes care of the "movementreactions". So you "take a node", and a few triangles an tell the Animator to manage colli...
by muckelzwerg
Wed May 11, 2005 6:22 pm
Forum: Beginners Help
Topic: how to set accurate ellipsoid values ?
Replies: 5
Views: 535

how to set accurate ellipsoid values ?

Simple question :
When setting the ellipsoid values for the collisionResponseAnimator,
how do you get "good values" to accurately represent your object/modell etc.?
Just take the boundingboxes heigth, width and legth as the radiuses,
or is there sth. better ?
by muckelzwerg
Tue May 10, 2005 2:53 pm
Forum: Beginners Help
Topic: collision reaction via aabbox ?
Replies: 2
Views: 383

collision reaction via aabbox ?

Hi there, I'm trying to manage the results of a collision between objects, which do not simple "block" each other. All my "blockable" objects are managed via triangleselectors, and collisionresponsanimators to prevent them from intersecting etc. But I got additionaly objects whic...