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Re: Request: manage which passes are drawn by smgr->drawall

Posted: Tue Mar 10, 2015 4:23 pm
by hendu
It's been used in my projects, as well as in STK, but sadly I don't think current STK can be used as an example anymore.

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Tue Mar 10, 2015 4:43 pm
by CuteAlien
@hendu: So you animated all nodes several times each frame? :-)

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Wed Mar 11, 2015 10:26 am
by hendu
Yes, and it didn't show up in the profiler either. None of my projects use animated meshes, the animations are all in code; STK uses many animated b3d, and it didn't raise cpu use there measurably either.

In STK it was used for 3d backgrounds, god rays, and shadows.

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Wed Mar 11, 2015 12:05 pm
by CuteAlien
Yeah, it's not so hard to avoid anyway, that just needs one more flag. Not sure yet about the best solution to avoid to fill/clear the arrays several times. Preferably I'd want them filled only once (probably another flag) and then the rendering should care about the bit-flags. But I read earlier in this thread there was some reason it wasn't done that way - and have to dig into the source first to understand that (just no idea right now how to find time for that anytime soon...I probably won't).

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Wed Mar 11, 2015 12:28 pm
by mongoose7
Someone complained about onAnimate being called more than once per frame in the XEffects thread, so it must affect some animations. It doesn't affect skinned meshes because they won't render the same frame more than once. It's not a CPU utilisation concern.

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Sat Oct 10, 2015 5:15 am
by chronologicaldot
... Or we could just have new, separate draw functions and leave the old one. :lol:

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Sat Oct 10, 2015 6:35 pm
by devsh
Or you can copy and paste the CSceneManager code and modify it to make your own class and substitute that as the default scene manager, thats how we keep our render passes separate in BAW (solids, then framebuffer ops, then water, then deferred render fog + future lighting, then alpha)

Re: Request: manage which passes are drawn by smgr->drawall

Posted: Sun Oct 11, 2015 7:18 am
by Granyte
chronologicaldot wrote:... Or we could just have new, separate draw functions and leave the old one. :lol:
That's what i did the original methode is still there and there are alternative methodes that gives more control