Search found 18 matches
- Sat Oct 06, 2012 4:59 pm
- Forum: Beginners Help
- Topic: World is too small
- Replies: 13
- Views: 1315
Re: World is too small
The objects are rendered in different camera settings, that is why you see the difference in size. Post the camera settings in both environment. Hammer: FOV: 90 Back clipping plane: 5000 (I guess this means far plane) Irrlicht: <default settings> FOV: PI/ 2.5f (aprox 71 degrees) Near clipping plane...
- Fri Oct 05, 2012 5:18 pm
- Forum: Beginners Help
- Topic: World is too small
- Replies: 13
- Views: 1315
Re: World is too small
everything looks quite smaller from the camera's perspective Looks small relative to which object? I think you are relating it to the software that you use to design the 3d Models. FOV, location of the camera and location of the objects are the factors affecting the size of the rendered images. Let...
- Fri Oct 05, 2012 2:26 am
- Forum: Beginners Help
- Topic: World is too small
- Replies: 13
- Views: 1315
World is too small
I'm loading VMF (Valve Hammer Map Files) files into irrlicht using the exact same units. For example, 64 units equals 1.2 meters in Hammer. The thing is, everything looks quite smaller from the camera's perspective. I can't seem to find a setting to make the camera smaller or scale it down somehow (...
- Sun Aug 12, 2012 9:38 pm
- Forum: Beginners Help
- Topic: Using drawVertexPrimitiveList efficiently
- Replies: 10
- Views: 888
Re: Using drawVertexPrimitiveList efficiently
I guess i could do a backface culling check of my own before sending geometry, although I don't think that's going to improve performance a lot.hendu wrote:Expanding on that idea, if there are no mirrors, you can only see at max three sides of any cube. So you'd only need to send three textures.
- Sun Aug 12, 2012 12:34 am
- Forum: Beginners Help
- Topic: Using drawVertexPrimitiveList efficiently
- Replies: 10
- Views: 888
Re: Using drawVertexPrimitiveList efficiently
Well, first, the fastest way is to set textures the least times posible, and draw all the triangles that use that single texture at once, then go for the next texture and so on. This should give a small speed up. When you don't need to update the triangles frequently, all the unchanged parts of the...
- Sat Aug 11, 2012 9:47 pm
- Forum: Beginners Help
- Topic: Using drawVertexPrimitiveList efficiently
- Replies: 10
- Views: 888
Re: Using drawVertexPrimitiveList efficiently
Well for starters, why one call per face. What prevents you from doing one per cube. Because each face has its own material. Is there any way I could store all the geometry in the video card, reference it each frame for rendering (instead of sending the data over the bus), and update it every time ...
- Sat Aug 11, 2012 12:31 pm
- Forum: Beginners Help
- Topic: Using drawVertexPrimitiveList efficiently
- Replies: 10
- Views: 888
Re: Using drawVertexPrimitiveList efficiently
No, using VBOs for four verts each makes no sense. There is some overhead in switching a VBO, so it's likely not any faster than sending those four verts over the bus. Six draw calls per cube... That's extremely inefficient. Examine your environment, how you need things to change, and find ways to ...
- Fri Aug 10, 2012 9:56 pm
- Forum: Beginners Help
- Topic: Using drawVertexPrimitiveList efficiently
- Replies: 10
- Views: 888
Using drawVertexPrimitiveList efficiently
Hi everyone, my application has a lot of low-poly meshes (mostly blocks made of 12 triangles), and I want to render them efficiently performance-wise. Right now I'm calling setMaterial and drawVertexPrimitiveList per face, every single frame, which is quite slow (90fps using ~20 cubes). I was wonder...
- Thu Jul 12, 2012 6:42 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht performance tips
- Replies: 5
- Views: 2719
Re: Irrlicht performance tips
Thanks guys for the replies. I don't want to make my program faster (as of now), as you said that's what profilers are for. I just want to know stuff I should keep in mind beforehand, like overkill functions or features of Irrlicht, so I can design my framework properly and avoid refactoring huge am...
- Tue Jul 10, 2012 11:48 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht performance tips
- Replies: 5
- Views: 2719
Irrlicht performance tips
Hi everyone, I'm developing a Irrlicht project (i guess pretty much everyone here is :P) so I was wondering what Irrlicht-specific optimizations or performance stuff should be taken into account, and I couldn't find any similar post. Please contribute as much as you can. I'll start: 1) Enable backfa...
- Sat Jun 23, 2012 10:38 pm
- Forum: Beginners Help
- Topic: [SOLVED] DrawVertexPrimitiveList not working
- Replies: 3
- Views: 362
Re: drawVertexPrimitiveList not working
Got it working now. I was using int as the type for the indices, which is 32 bits instead of u16, which is the format (EIT_16BIT) specified by default. I changed the index array declaration to u16 indices[36] and it works like a charm now. I could also have changed the 7th parameter to EIT_32BIT, if...
- Sat Jun 23, 2012 7:05 pm
- Forum: Beginners Help
- Topic: [SOLVED] DrawVertexPrimitiveList not working
- Replies: 3
- Views: 362
[SOLVED] DrawVertexPrimitiveList not working
Hi everyone, here's a code snippet used to render a cube adapted from a DirectX sample, but it doesn't work with Irrlicht using either (DX or OpenGL) drivers: irr::video::S3DVertex vertices[8] = { irr::video::S3DVertex(vector3df(-30.0f, 30.0f, -30.0f), vector3df(), ...
- Thu Apr 19, 2012 7:03 pm
- Forum: Advanced Help
- Topic: [SOLVED] Convert from right-handed coordinate system
- Replies: 17
- Views: 3171
Re: [SOLVED] Convert from right-handed coordinate system
Are you writing the compiler yourself, or just outputting .map and using one of the existing ones? Yep. I'm going to write the BSP compiler and the PVS and Radiosity programs too. But the output BSP is going to be rather different than Q3's. I wanted to make a modern format that would suit my needs...
- Wed Apr 18, 2012 7:02 pm
- Forum: Advanced Help
- Topic: [SOLVED] Convert from right-handed coordinate system
- Replies: 17
- Views: 3171
Re: [SOLVED] Convert from right-handed coordinate system
My music is out everywhere!hendu wrote:Yes, I read the post; but I want to hear the OP.
Seriously though, I wanted to load .MAP files cause...*drum rolls*... I'm making a CSG editor (using Irrlicht for rendering), with BSP compiling, PVS and radiosity calculations.
- Mon Apr 16, 2012 10:05 pm
- Forum: Advanced Help
- Topic: [SOLVED] Convert from right-handed coordinate system
- Replies: 17
- Views: 3171
Re: Convert from right-handed coordinate system
I don't know if this can be helpful for someone, but I made it work by inverting every axis and swapping the Y and Z axes. Then use the irrlicht plane constructor with the 3 points using a descending winding order (which sets the face normal), i.e irr::core::plane3df myplane(v3, v2, v1); Oh! i see.....