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Subject: 
Re: New LDraw based editor... GLIDE. Version Alpha 0.73
Newsgroups: 
lugnet.cad
Date: 
Tue, 18 May 2004 20:00:13 GMT
Viewed: 
1797 times
  

In lugnet.cad, Daniel Bennett wrote:
Next version will be alpha 0.8.
It will have BFC compliance to fix the lighting problems or clicking bricks.
Not decided which to do first yet.
I recon about 3 weeks befor thats out.

Having written an OpenGL-based LDraw viewer (LDView), I'd like to point out that
you can't rely on parts to contain BFC information.  As time goes by, more and
more parts are BFC certified, but many aren't, and many may never be.  (I hope
that eventually all will be, but unless there's a concerted effort to update all
the old files, it isn't likely to happen.)

Fortunately, OpenGL has a fairly easy solution to the problem.  Just turn on
two-sided lighting when you don't have BFC information.  While this does slow
down the rendering somewhat (it varies on different hardware), it nevertheless
gets the job done.  It also has the advantage of being really easy, and you can
put off BFC compliance until later.

An alternate solution that works as long as you don't have specular enabled is
to use two directional lights pointing in opposite directions.  I found this to
be faster on my nVidia GeForce 3 than enabling two-sided lighting.

--Travis Cobbs

   
         
     
Subject: 
Re: New LDraw based editor... GLIDE.
Newsgroups: 
lugnet.cad
Date: 
Wed, 19 May 2004 00:20:03 GMT
Viewed: 
1968 times
  

Hi
  I agree its a shame about the incomplete BFC situation. Currently I use
Two-Sided lighting in GLIDE you don't notice the performance hit because most of
the processing effort is done by the CPU at the moment. That’s what slows it
down rather than the GFX card. My Nvidia TI4200 recently cooked itself and I’m
back on an old TNT2. There is only a small difference in performance between the
two in GLIDE.

Speaking of specular lighting could you point me to a good OGL tutorial for it
because I am unable to get it working currently.

On my todo list is a brick-authoring window. With all sorts of thing to help
brick authors change the winding on facets or add BFC tags. I’m hoping I can get
that working and secondly I’m hoping it becomes popular because it would result
in bricks looking better in GLIDE and other programs. Its low on the todo list
which doesn't mean its not important but does mean it will be a long time before
it gets done.

Thanks for taking an interest.

    
          
     
Subject: 
Re: New LDraw based editor... GLIDE.
Newsgroups: 
lugnet.cad
Date: 
Wed, 19 May 2004 19:05:26 GMT
Viewed: 
2157 times
  

Dan wrote:

Hi
I agree its a shame about the incomplete BFC situation. Currently I use
Two-Sided lighting in GLIDE you don't notice the performance hit because most of
the processing effort is done by the CPU at the moment. That’s what slows it
down rather than the GFX card. My Nvidia TI4200 recently cooked itself and I’m
back on an old TNT2. There is only a small difference in performance between the
two in GLIDE.


That's because most of the focus in Grahics HW the past few years has
been in texture
and shading performance, and *not* in raw polygon drawing that LCAD
makes so much
use of.

We mainly have games to thatnk for that. For the most part (especially
in fast moving
games) it's much easier to add details to a texture on a 'large' flat
polygon than it is
to refine the surfaces insto seperate polygons with seperate textures.
It's easier on
development, and it's easier to get better performance too.

In our world though with oure bricks having many sides, and generally
solid colors,
we don't have many place to use textures. Obviously they'd be useful on
printed parts,
and maybe standardizing the definaition of such things will be done soon
by the
LDraw language standards commitee.

Till the Hardware Polygon speed improves, the easiest thing to do is to
try to
figure out which polygons in a model (not necc. a brick) will never,
ever, be
seen and cull them as early as possible.

-Kyle

    
          
     
Subject: 
Re: New LDraw based editor... GLIDE.
Newsgroups: 
lugnet.cad
Date: 
Wed, 19 May 2004 21:19:37 GMT
Viewed: 
2345 times
  

In lugnet.cad, Kyle McDonald wrote:
Dan wrote:

Hi
  I agree its a shame about the incomplete BFC situation. Currently I use
Two-Sided lighting in GLIDE you don't notice the performance hit because most of
the processing effort is done by the CPU at the moment. That’s what slows it
down rather than the GFX card. My Nvidia TI4200 recently cooked itself and I’m
back on an old TNT2. There is only a small difference in performance between the
two in GLIDE.


That's because most of the focus in Grahics HW the past few years has
been in texture
and shading performance, and *not* in raw polygon drawing that LCAD
makes so much
use of.

This is only true to a point.  As long as you have a reasonably modern video
card, its on-board geometry performance is going to far exceed the geometry
performance you could get out of the fastest CPU.  I don't know how GLIDE does
its drawing, but I do know that a TI 4200 should be quite a bit faster than a
TNT2 simply because the TNT2 doesn't have on-board T&L (transform and lighting)
support.

I measured LDView on a GeForce 3 at about 15 million vertices per second.  It
should do quite a bit more on a TI 4200.  I'm not sure what a 3.4GHz CPU is
capable of, but I'd be very surprised if it matched the TI 4200.  When I first
got my GeForce 3, it was an upgrade from a TNT2.  LDView performance on a 1GHz
PIII went up by a factor of 8-10.


We mainly have games to thatnk for that. For the most part (especially
in fast moving
games) it's much easier to add details to a texture on a 'large' flat
polygon than it is
to refine the surfaces insto seperate polygons with seperate textures.
It's easier on
development, and it's easier to get better performance too.

In our world though with oure bricks having many sides, and generally
solid colors,
we don't have many place to use textures. Obviously they'd be useful on
printed parts,
and maybe standardizing the definaition of such things will be done soon
by the
LDraw language standards commitee.

Till the Hardware Polygon speed improves, the easiest thing to do is to
try to
figure out which polygons in a model (not necc. a brick) will never,
ever, be
seen and cull them as early as possible.

Take a look at the specs of modern graphics cards, and you will see that they
have done a very good job of keeping the geometry performance up with
improvements in texturing and fill-rate.  IIRC, a GeForce 3 was rated at around
25-30 million vertices per second.  By comparison, the GeForce FX 5950 Ultra is
rated at 356 million vertices per second.  And even though both those numbers
are marketing numbers, it seems likely they were derived in a similar manner,
and have gone up by a factor of 10 in two generations.  (GeForce FX is basically
GeForce 5.)

    
          
     
Subject: 
Re: New LDraw based editor... GLIDE.
Newsgroups: 
lugnet.cad
Date: 
Thu, 20 May 2004 15:00:14 GMT
Viewed: 
2338 times
  

because most of the processing effort is done by the CPU at the moment.

Possibly not the best way I could have worded it. GLIDE in its current form is
inefficient. There is some redundant sorting and a lot of list iteration that
the CPU does before it calls on OGL. This is the main speed-limiting factor.
With GLIDE as it is, a faster CPU and memory will make a bigger difference to
performance than a better GFX card.

I am aiming to create a feature rich program with a very friendly useable
interface. I can refactor / optimise after I have the features in there. A lot
of this is a learning process for me as this is my first OpenGL program. As such
I am creating solutions to problems that are not always optimal. In other cases
I have been lazy for the sake of development speed. Once a piece of code works
correctly making it go faster drops to the bottom of my todo pile. For example I
have some bubble sorts scattered around ware insertion sorts would be a far
better solution. In my opinion there is much more fun code to be written than
optimised sorts, like the (fun but pointless) explode model code “CRTL + E”.

   
         
   
Subject: 
Re: New LDraw based editor... GLIDE.
Newsgroups: 
lugnet.cad
Date: 
Thu, 20 May 2004 18:49:01 GMT
Viewed: 
1912 times
  

Just turn on two-sided lighting when you don't have BFC information.

Currently I use Two-Sided lighting in GLIDE

Hi
  Actually I only thought I was using two-sided lighting. Turned out I had the
code commented out which is why the lighting was a bit awry. Thanks for pointing
it out.

--Dan.

 

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