Hi
Currently with my octree culling scenenode I manage to have 90000 Objects without a lockup ~4fps and display ~ 200 triangles that are in the frustum.
The really big problem I have it's the rather slow OnPostRender function. Currently the analyse shows it's 53% the time of running in it. Overloading it with a dummy function results in a framerate of 85fps with ~ 200 triangles My question is how to workaround the problem, the functions always calcs every frame the updateAbsolutePosition
OnPostRender slow, manageing thousands of Scenenodes...
I think it should be easily possible to change that so updateAbsolutePosition is only called for a node when setPosition() or setRotation() are used on it. Since few nodes will move every frame that should yield a speed increase. Only potential pitfall is if a node has two movement animators on it, thus it updateAbsolutePosition would be called twice per frame. That situation is fairly unlikely though, at least I can't think of when it would be likely to be used.
Another solution, which would help the last unlikely sceneario would be to set a flag on the node when it's transformation changed. OnPostRender would call updateAbsiolutePosition only of the flag was set true, then would clear the flag regardless
Another solution, which would help the last unlikely sceneario would be to set a flag on the node when it's transformation changed. OnPostRender would call updateAbsiolutePosition only of the flag was set true, then would clear the flag regardless
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
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Nice Will try that flag idea Electron... I think you're right with that too so i'll give it a shot and see what happens.
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