I guess Spintz didn't get the whole thing. It's not droped after each n frames, it's dropped after being not used for n frames. So if you draw it each frame it won't be dropped automatically.
And the vertex/index buffer thing was already mentioned on the irrSpintz forums, no need to ride the dead horse any further.
Input wanted for hardware buffers design
Hybird, why are you such an dickhead???
Last edited by Spintz on Mon Dec 10, 2007 1:35 pm, edited 2 times in total.
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Don't you think it's time to keep your ideas just within YOUR community? I don't think that too many people really need this kind of postings in here, nor do they really want anything from you personally. Don't know what really keeps you here. You have your engine, your people. So have fun there and don't annoy us here.
And just to make sure that I fully understand your (rather weird) descriptions: We are aware of the problem that when running at 1000FPS and only one meshbuffer in the scene, which gets clipped for a short period, the meshbuffer might be released rather fast (with the previous setting after 1 second, with the new just after 20 seconds). If that is a problem for you then don't do this. Moreover, we're plannig to make this time configurable for the real heroes, it's just not done, yet.
Oh, and your calculations are perfectly wrong: With 60FPS you would need 1000/60 = approx. 17 seconds before the meshbuffer is deleted (with the new default it's just about 360 seconds). So what's wrong with deleting a meshbuffer which wasn't drawn for almost 17 seconds? I guess you still did not really understand the techniques used here.
And just to make sure that I fully understand your (rather weird) descriptions: We are aware of the problem that when running at 1000FPS and only one meshbuffer in the scene, which gets clipped for a short period, the meshbuffer might be released rather fast (with the previous setting after 1 second, with the new just after 20 seconds). If that is a problem for you then don't do this. Moreover, we're plannig to make this time configurable for the real heroes, it's just not done, yet.
Oh, and your calculations are perfectly wrong: With 60FPS you would need 1000/60 = approx. 17 seconds before the meshbuffer is deleted (with the new default it's just about 360 seconds). So what's wrong with deleting a meshbuffer which wasn't drawn for almost 17 seconds? I guess you still did not really understand the techniques used here.
Last edited by hybrid on Sun Dec 09, 2007 7:19 pm, edited 1 time in total.
... I think that's all behind the point.
Was talking with Luke really early this morning and he added a function to remove them from the card on user call. He also suggested (so I guess it'll be implemented some time) that the user can set the number of frame (or second?) after which the vbo is removed, 0 being infinite. So I guess this whole new argument is pointless since both the time and the user method will be fully supported.
Was talking with Luke really early this morning and he added a function to remove them from the card on user call. He also suggested (so I guess it'll be implemented some time) that the user can set the number of frame (or second?) after which the vbo is removed, 0 being infinite. So I guess this whole new argument is pointless since both the time and the user method will be fully supported.
[quote="hybrid"]Don't you think it's time to keep your ideas just within YOUR community? I don't think that too many people really need this kind of postings in here, nor do they really want anything from you personally. Don't know what really keeps you here. You have your engine, your people. So have fun there and don't annoy us here.[/quote]
Done. I won't bother you anymore.
Done. I won't bother you anymore.