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Newcomers DBPro Corner / Camera rendering- Kensupen please read.

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cypher
21
Years of Service
User Offline
Joined: 27th Nov 2002
Location:
Posted: 12th Sep 2003 20:25
I have been working with your .X collision code you posted back in May of this year and I have a question. This actually pertains to more than just the killer code you graciously gave everybody.

I have 3 games, FPS (your code) and 2 Third Person games. Heres the prob, The DBPro engine seems to be rendering polys that are not even visible. Example, If I move around a room and it is the only set of polys in the scene I get 210 fps. If I add just some dumy spheres on the other side of the wall which the camera cannot even see, I get dropped to around 85.

The scene with just the room is 200 polys, with spheres 34,000. Since the cam can't even see the polys on the other side of the wall, why is the engine still rendering them? Or am I such a newb I am missing the obvious?

I have set my cam range to (in human scale) like 10 feet, yet I still have the same problem.

Any ideas on camera rendering and how to avoid the problem I have above?

The code I am using is your orig .X FPS collision code. So posting it again would be silly. But perhaps ya' know of a work around for this.

TX for any ideas!
CodeOrc
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location:
Posted: 13th Sep 2003 21:51
I also have the same problem. Does it make a difference to build a wall with a box or a plane?
IanM
Retired Moderator
22
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 14th Sep 2003 15:40
Currently, all objects in the viewport are rendered even if they are obscured by other objects.

Update 6 will contain a new culling system so that completely obscured objects are not rendered. Hopefully this will give a big speed boost for us all.
CodeOrc
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location:
Posted: 14th Sep 2003 19:31
@IanM

I spent all last night importing an Unreal Tournament 2003 level into my game...BAD IDEA. the map I used was Osiris.

The map is 250,001 poly's-OUCH! Anyway, I managed to get 2 FPS.

If anyone is interested how I did it, it goes like this.

Unreal Editor >export to .obj file.
Max 5 >import as .obj file
Max 5 >export as .x file

pretty basic now that I know what to do, but it took a while to have both sides of my brain talk to each other.
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 14th Sep 2003 21:04
maybe if some1 can think of a code that returns a value of 1 when a boject hits multiple objects this prob can be solved

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb ddr sdram

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