jan_ and arokh.. have you any details on these optimisations for non animated meshes? and to use "one surface" instead of X amount?
We could really do with some indepth tuts somewhere for this advanced stuff.
thanks
performance problems? is irrlicht slow?
Guest: I am also quite new to Irrlicht and I am not so deep into the API itself aswell as in the source of the engine. What you can do is: if you have static meshes, load them as static meshes. I am not sure if "SceneManager:addMeshSceneNode" is really made for use, because up to now I only see the possibility to use "addAnimatedSceneNode". But maybe it's worth a look. Well what might help is loading model files, that are only static, like .OBJ files. Even loading them with "addAnimatedSceneNode" doesn't do any "harm" then. If you load an MD2 model for example, the MD2-Scene node, will always perform an update of the animation, even if you are not animating. I think that costs some time. A OBJ-Scene node will never do that but just draw the mesh.
Is there anyone who knows more about using static meshes to enhance the speed in Irrlicht? Just for fun I changed the MD2-Scene node class to not perform animation anymore and I won 70-80% more FPS. Up to now I don't see the possibility to tell the scene nodes, that they shall behave like statics and not perform animation, even though they could. I don't mean to just set the FrameLoop to (0,0), because that has no effect on the FPS ...
Is there anyone who knows more about using static meshes to enhance the speed in Irrlicht? Just for fun I changed the MD2-Scene node class to not perform animation anymore and I won 70-80% more FPS. Up to now I don't see the possibility to tell the scene nodes, that they shall behave like statics and not perform animation, even though they could. I don't mean to just set the FrameLoop to (0,0), because that has no effect on the FPS ...