Multiple back-end renderers and speed

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Tope

Multiple back-end renderers and speed

Post by Tope »

Does the extra overhead code to manage multiple backend renderers decrease overall rendering performance compared to having only one renderer?
niko
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Post by niko »

Yes, a little bit: the opengl renderer is definitively slower than the D3D Renderer. Irrlicht is a lot more D3D friendly in the way the vertices, colors and the matrices are stored for example. That's because I like D3D more than OpenGL, and also because my gfx adapter does the same. :)
Tope

Post by Tope »

As long as the D3D doesn't suffer in favor of OpenGL (also like d3d) :)

Might aswell throw in another question as it's almost on topic.

I know you have to create loading/processing of X-file models for OpenGL to support both renderers. For D3D renderer, are x-files handled natively or by your code as with OpenGL?
Epsilon
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Post by Epsilon »

Im currently using Dev-Cpp for my projects and i cant get to work with D3D .
The OpenGL with fullscreen and my GeForce 2 GPU looks Blurry.

If you can fix this 2 problems i will kiss you.

thanks.
keless
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Post by keless »

Epsilon: someone has already built a DevCpp version of IrrLicht with DX support.
a screen cap is worth 0x100000 DWORDS
niko
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Post by niko »

Tope wrote:I know you have to create loading/processing of X-file models for OpenGL to support both renderers. For D3D renderer, are x-files handled natively or by your code as with OpenGL?
Data is always read by the loaders I've written. I don't use D3D to load files. Everything is loaded by the engine, even textures. (You know, D3D is able to load files like .jpg too.) Why do you mean I should use D3D to load .x files?
Tope

Post by Tope »

niko wrote:
Tope wrote:I know you have to create loading/processing of X-file models for OpenGL to support both renderers. For D3D renderer, are x-files handled natively or by your code as with OpenGL?
Data is always read by the loaders I've written. I don't use D3D to load files. Everything is loaded by the engine, even textures. (You know, D3D is able to load files like .jpg too.) Why do you mean I should use D3D to load .x files?
I'm just curious. Seems logical keeping consistency by always using your own loaders.

Trying to decide which 3d model format would be best to use. As it has to support skeletal animation the three contenders are ms3d, x-files and a custom format. I've been reading up on these formats and X seems like a very flexible format. For example you can extend the file format with your own data, which is something I will probably need if not going for a custom format.

I'll just wait and compare the amount of work needed to extend your x loader with user-data (if it isn't something you're planning that is) to implementing a completely new (xml-based) model format.
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