Hello,
I have created a very large level-map with Google Sketch-Up, and I am trying to use it with my Irrlicht-based application.
There are parts in my map from which you can look very far (like - at the top of a building). Because of that, I need to set my far-clip to a pretty large value, which drops the frame-rate.
I tried to play with the minimalPolysPerNode of the addOctTreeSceneNode() method, but could get satisfying results.
My questions are:
1. Can I use LOD with my own large object? Where can I find more details about this kind thing?
2. Is there an advantage to splitting the world into sub-meshes? If so, is there any tool that can help me?
Thanks a lot!
Large single world mesh
I'll throw in my idea:
Can you maybe create the "ground" as the main level mesh, and then create all of the buildings as separate meshes that you can create multiple versions of with decreasing numbers of polys?
Can you maybe create the "ground" as the main level mesh, and then create all of the buildings as separate meshes that you can create multiple versions of with decreasing numbers of polys?
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
"I'll find out if what I deleted was vital here shortly..." -d3jake
Re: Large single world mesh
Irrlicht doesn't do LOD for regular scene nodes. If you want to do this, you'd need to write it yourself.dankot wrote:1. Can I use LOD with my own large object? Where can I find more details about this kind thing?
Yes, it would be advantageous. If you have large mesh buffers with many verticies that aren't visible because they're behind outside the view, you could cull them before sending them to the GPU. You get this with the oct-tree scene node, but generating the oct-tree is pretty expensive.dankot wrote:2. Is there an advantage to splitting the world into sub-meshes? If so, is there any tool that can help me?
Splitting up your scene into distinct objects is probably the best thing to do.
Travis
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andres
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Using a single mesh you lose performance, if possible export the objects separate.
Using a single mesh you lose performance, if possible export the objects separate.
Prof. Andres Jessé Porfirio
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net

Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net

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randomMesh
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Code: Select all
// get static mesh from animated mesh
IMesh *mesh = animesh->getMesh(0);
// loop through each buffer
for (u32 i=0; i < mesh->getMeshBufferCount(); ++i)
{
// set hardware vertex and index buffers
mesh->getMeshBuffer(i)->setHardwareMappingHint(EHM_STATIC);
}Thanks for the reply,
We tried your suggestion with the hint, but unfortunatelly it didn't do the job.
Can you maybe suggest us a good way to use LOD on a ready editable sketchup mesh (that will later be exported to OBJ)?
should we do it with a graphic editor or with code? and which graphic editor is suitable for the job?
Thanks again,
Dan and Chaka.
We tried your suggestion with the hint, but unfortunatelly it didn't do the job.
Can you maybe suggest us a good way to use LOD on a ready editable sketchup mesh (that will later be exported to OBJ)?
should we do it with a graphic editor or with code? and which graphic editor is suitable for the job?
Thanks again,
Dan and Chaka.