How to render multi-interiorintance at one time?
by Di-Chung An · in Torque Game Engine · 08/31/2004 (12:10 am) · 8 replies
My scene currently work at got a lot of 'tiny' InteriorInstance(.dif file),most of them got less than 100 polygons,it is very slow to submit them seperately,how do I batch them together and just do one call(glDrawElements) to submit all polygons?
And redo the .dif model is impossible,because they need reuse in other missions(.mis).
I'm quite sure this is the bottleneck for my scene.
And redo the .dif model is impossible,because they need reuse in other missions(.mis).
I'm quite sure this is the bottleneck for my scene.
#2
to Phil:I think batch(search BatchBatchBatch.pdf on google,an nvidia GDC document) is an important work to dig GPU resource as currently PC games are almost CPU limited.
08/31/2004 (1:44 am)
I've go over the render routine of interiorinstance,actually it do render in interior::renderARB_FC,currently the batch breaker is texture and transform,for texture is fixed size,so I tried to remove the local-to-world transform from interiorinstance::renderObject by mulP the interior::mPoints with interiorinstance::mObjToWorld when read dif(interior::read),but it makes collision and lightmap stop work...to Phil:I think batch(search BatchBatchBatch.pdf on google,an nvidia GDC document) is an important work to dig GPU resource as currently PC games are almost CPU limited.
#3
08/31/2004 (10:27 pm)
Any idea?
#4
What you are wanting sounds more like TSE, where it uses a buffer-based render system.
I would say you are probably going to need to look at adding in some render state management (again, look at the scene graph).
09/01/2004 (1:28 am)
Di-Chung, Yes, batch sizes and batch rendering are important on modern GPU's, but not on older video cards. On older cards the culling is far more important (and keeping texture changes to a minimum).What you are wanting sounds more like TSE, where it uses a buffer-based render system.
I would say you are probably going to need to look at adding in some render state management (again, look at the scene graph).
#5
Yes,what I need is a state manager,but that would be complex,because it will affect the collision and lightmap more or less.A lot of works to do...@_@;...
09/01/2004 (1:45 am)
Thanks to Phil.Yes,what I need is a state manager,but that would be complex,because it will affect the collision and lightmap more or less.A lot of works to do...@_@;...
#6
09/04/2004 (1:11 pm)
You should try TSE. It is much more efficient than TGE for most rendering.
#7
09/06/2004 (5:32 pm)
Oh,my god,TSE is a completely new engine to TGE...It won't be alppied to my current project as it go so far with TGE...Did GarageGames ever plane to REUSE sth in product update or make client program been updated more easily...?
#8
09/07/2004 (10:44 am)
Ah... Have you checked the TSE information? The upgrade is very easy. It took us a day to upgrade our demo application to TSE.
Torque 3D Owner Phil Carlisle
Basically, scenegraph, the scenestate structure, scenetraversal etc.