Time to create OctTree SceneNode
Time to create OctTree SceneNode
I have create the OctTree SceneNode and need to wait at least 1x to 2x sec, it wait such a long time
so I'd like to ask that is there any method to shorten the time to create the OctTree and still can preform the same operation?
Thanks
so I'd like to ask that is there any method to shorten the time to create the OctTree and still can preform the same operation?
Thanks
I had an octree creation time of around 1 second with a polycount of 4000 (or something).
Your model seems to be quite a high poly ?
AFAIAC, I switched for a low poly model, of course less beautiful, but now the octree creation time is only a few milliseconds... (less than 10)
Can't you make the polycount smaller ?
Also, I don't think that 1 second is awful ? (unless you have 100 different high poly models)
Your model seems to be quite a high poly ?
AFAIAC, I switched for a low poly model, of course less beautiful, but now the octree creation time is only a few milliseconds... (less than 10)
Can't you make the polycount smaller ?
Also, I don't think that 1 second is awful ? (unless you have 100 different high poly models)
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Lideln, France
Lideln, France
Needed 2435ms to create OctTree SceneNode.(1265 nodes, 45960 polys)
Needed 16236ms to create OctTreeTriangleSelector.(697 nodes, 45960 polys)
is that really too large?
is that any method that to reduce the time to create such large number of polys?
coz my project is need to draw lots of diagrams and polys, so is that possible that i can reduce the creation time?
thanks a lot~
Needed 16236ms to create OctTreeTriangleSelector.(697 nodes, 45960 polys)
is that really too large?
is that any method that to reduce the time to create such large number of polys?
coz my project is need to draw lots of diagrams and polys, so is that possible that i can reduce the creation time?
thanks a lot~
Yes, it's large. A current game with good hardware aims to have <60k polys on the screen.
I still don't see why this is a problem. You only have to do it once, presumably. Have a look at the loading time of a game like Battlefield 2142 for example - close to 1 minute even on a good machine.
I still don't see why this is a problem. You only have to do it once, presumably. Have a look at the loading time of a game like Battlefield 2142 for example - close to 1 minute even on a good machine.
Intellectuals solve problems - geniuses prevent them. -- Einstein
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The solution is to optimise your scene. For example, combine polys in your modeling program (eg, Blender or 3DS Max, or whatever).
If you cant pre-process your scene like that, you might be able to do some triangle-consolidation inline using a code like:
http://www.plunk.org/~grantham/public/actc/
Unfortunately technology isn't at the level where we can throw 10 million polys at it yet!
If you cant pre-process your scene like that, you might be able to do some triangle-consolidation inline using a code like:
http://www.plunk.org/~grantham/public/actc/
Unfortunately technology isn't at the level where we can throw 10 million polys at it yet!
Intellectuals solve problems - geniuses prevent them. -- Einstein
#irrlicht on irc.freenode.net
#irrlicht on irc.freenode.net
No. Grouping objects will not remove polys. An example
This two objects are practially the same where one has less polys than the other.
You can use the optimize modifier, but you may have to uw map your model again. You can also use the edit poly modifier but in a very complex model that would require a lot of work (remember to check preserve uw coordinates).
This two objects are practially the same where one has less polys than the other.
You can use the optimize modifier, but you may have to uw map your model again. You can also use the edit poly modifier but in a very complex model that would require a lot of work (remember to check preserve uw coordinates).
how to use the resulting DAE file?dloomis wrote:You could load them in irrEdit... let it create the OCTree for you... then use the resulting DAE file so the octree must only be created once... you will probably need to patch Irrlicht to the updated Collada loader.
David
would you explain more or give some examples?
Seems the most time get's lost when you create the triangleselector.
I had the same problem, so i made a triangleselector which does use the octree which is already available for OctreeSceneNodes. The code can be found on http://www.michaelzeilfelder.de/irrlicht.htm
I've currently no time to make a clean patch, so unfortunatly you will have to find out yourself if those files do work with a current version of irrlicht. But i think it won't be much of a problem to fix em if they cause any problems.
I had the same problem, so i made a triangleselector which does use the octree which is already available for OctreeSceneNodes. The code can be found on http://www.michaelzeilfelder.de/irrlicht.htm
I've currently no time to make a clean patch, so unfortunatly you will have to find out yourself if those files do work with a current version of irrlicht. But i think it won't be much of a problem to fix em if they cause any problems.