i'm trying to make a simple city generator in Irrlicht. it just make random blocks and streets and puts random buildings in it. now that it's starting to work, i've come across a problem: how to optimize the drawing?
i've made some tests on polycount. the texture and UV is the same in all of them.
in the first and second tests, only 212 nodes. and in the third and fourth, 1908 nodes.
1st- 212nodes * 12tris = 2544 tris. runs at 50fps.with octree, 48~51fps.
2nd-212nodes * 2352tris = 498624 tris. runs at 28fps. with octree, 20fps.
3rd- 1908nodes * 12 tris = 22896 tris. runs at 15~16fps. with octree, same thing.
4th- 1908nodes * 2352 tris = 4487616 tris. runs at 4fps. with octree, 3fps.
my question is why the 3rd test, which have 475728 tris less than the 2nd test, runs at a so low fps? simply adding sceneNodes cause this performance loss? each building is a new node, although the mesh is loaded only once.
here goes a screenshot of what its looking like.
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i don't need 2352tris in each building, but something near 1000 would be fantastic. so, i need help on how to optimize the performance. is there any tricks to do it that i'm missing?
any suggestions are really apreciated. thanks in advance
