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 CAD / Development / Macintosh / *1056 (-20)
Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 20:14:54 GMT
Viewed: 
35605 times
  
In lugnet.cad.dev.mac, Roland Melkert wrote:
   Your method is roughly the same as what LD4DStdudio does, except I use VBO to stuff whole high level parts in index-ed arrays. The indices are then grouped per color (16 being also a color) so a minimum of glcolor’s are needed during rendering. So it seems display lists aren’t ‘less’ then VBO at all to me.


One drawback with VBOs is that - unlike displaylists - you can’t stick arbitrary GL calls in them. I’m using lists because I need to be able to put matrix operations in them as well as geometry.


   Only problem with the highlevel part approach is you can’t support mirrored submodels higher up in the rendering tree (like eg the star destroyed mpd uses) cause it will mess up the normals. Or did you find a way around that?


Change the cull-face orientation ;-)


   Optimizations I was thinking of for my new renderer are using only triangles instead of 1 on 1 ld quads and triangles cause quads will be split by the driver anyway. (not sure if it’s actually faster doing it yourself but I’ll have to test that.)


I can’t say I’ve noticed the difference myself, but I suspect it’ll depend on the hardware and drivers as much as anything.


   The conditional lines are indeed a pain, normal lines can go in vbo/display lists much like the triangles but you have to test all conlines against the the current projection matrix for every redraw. I was planning to do this multithreaded (like LDView does).


See my previous post :-) Offload the grunt-work to the graphics-card, and it flies!


Alex


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 17:26:31 GMT
Viewed: 
34523 times
  
In lugnet.cad.dev.mac, Allen Smith wrote: snip
  
Bricksmith now recursively flattens the geometry for each referenced top-level part then sorts it according to primitive type (triangles, quads, lines). Since the primitives are sorted, each type can be enclosed in a single glBegin while display lists are compiled. I create a unique display list for each color variation of the part. Flattening and sorting the primitives allowed the display lists to perform vastly improved internal optimizations over what they were able to do with the unsorted data from the previous version of Bricksmith.

Unfortunately, all this is a bit beside the point because display lists are on their way out, deprecated, not even available on the iPhone, etc. You are supposed to be using VBOs and VAOs nowadays. Unfortunately I am not a 3D guru, wrote my program using obsolete methods to begin with, and it has taken me a while to plan a transition.

By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Allen

Thanks for the insight Allen,

I’m also not a 3D guru, but I like to fool around with it as much as anyone interested in 3d programming.

Your method is roughly the same as what LD4DStdudio does, except I use VBO to stuff whole high level parts in index-ed arrays. The indices are then grouped per color (16 being also a color) so a minimum of glcolor’s are needed during rendering. So it seems display lists aren’t ‘less’ then VBO at all to me.

Only problem with the highlevel part approach is you can’t support mirrored submodels higher up in the rendering tree (like eg the star destroyed mpd uses) cause it will mess up the normals. Or did you find a way around that?

Optimizations I was thinking of for my new renderer are using only triangles instead of 1 on 1 ld quads and triangles cause quads will be split by the driver anyway. (not sure if it’s actually faster doing it yourself but I’ll have to test that.)

The conditional lines are indeed a pain, normal lines can go in vbo/display lists much like the triangles but you have to test all conlines against the the current projection matrix for every redraw. I was planning to do this multithreaded (like LDView does).

Roland


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac, lugnet.cad.dev
Followup-To: 
lugnet.cad.dev
Date: 
Wed, 16 Jun 2010 16:53:51 GMT
Viewed: 
35208 times
  
In lugnet.cad.dev.mac, Don Heyse wrote:
   In lugnet.cad.dev.mac, Don Heyse wrote:
   In lugnet.cad.dev.mac, Remi Gagne wrote:
   In lugnet.cad.dev.mac, Allen Smith wrote:
  
By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Heh, you hit that problem too? I’ve played around writing an OpenGL LDraw renderer based exclusively on display lists, but I can’t for the life of me figure out how to handle conditional lines in this setup. Has anyone else solved this peculiarly specific problem?

You can ignore the conditional lines and achieve the same effect with display lists using the stencil buffer techniques presented here:

http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node108.html

And here’s a silhouette technique using BFC:

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.71.8503&rep=rep1&type=pdf

This technique and the conditional lines both target the same edges lines where the front facing polygons meet the back facing polygons, so the results should be quite similar.

And another thing...

The BFC technique actually has an advantage over conditional lines because it works on the entire scene after it’s been assembled. Whereas the conditional lines at the edges of the primitives are created in advance, and must predict what they’re going to butt up against when the entire scene has been assembled. This prediction may not always be right, resulting in missing conditional lines and some visible where they should not be.


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 16:38:48 GMT
Viewed: 
35133 times
  
In lugnet.cad.dev.mac, Don Heyse wrote:
   In lugnet.cad.dev.mac, Remi Gagne wrote:
   In lugnet.cad.dev.mac, Allen Smith wrote:
  
By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Heh, you hit that problem too? I’ve played around writing an OpenGL LDraw renderer based exclusively on display lists, but I can’t for the life of me figure out how to handle conditional lines in this setup. Has anyone else solved this peculiarly specific problem?

You can ignore the conditional lines and achieve the same effect with display lists using the stencil buffer techniques presented here:

http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node108.html

And here’s a silhouette technique using BFC:

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.71.8503&rep=rep1&type=pdf

This technique and the conditional lines both target the same edges lines where the front facing polygons meet the back facing polygons, so the results should be quite similar.


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 16:22:14 GMT
Viewed: 
35032 times
  
In lugnet.cad.dev.mac, Remi Gagne wrote:
   In lugnet.cad.dev.mac, Allen Smith wrote:
  
By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Heh, you hit that problem too? I’ve played around writing an OpenGL LDraw renderer based exclusively on display lists, but I can’t for the life of me figure out how to handle conditional lines in this setup. Has anyone else solved this peculiarly specific problem?

You can ignore the conditional lines and achieve the same effect with display lists using the stencil buffer techniques presented here:

http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node108.html


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 06:21:33 GMT
Viewed: 
35131 times
  
In lugnet.cad.dev.mac, Allen Smith wrote:
  
By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Heh, you hit that problem too? I’ve played around writing an OpenGL LDraw renderer based exclusively on display lists, but I can’t for the life of me figure out how to handle conditional lines in this setup. Has anyone else solved this peculiarly specific problem?

Remi


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Wed, 16 Jun 2010 04:11:46 GMT
Viewed: 
35407 times
  
In lugnet.cad.dev.mac, Roland Melkert wrote:
   In lugnet.cad.dev.mac, Kevin L. Clague wrote: snip
  
  
  • Drawing speed improvements of up to 1200% snip

Just from a technical interest, how did you achieve that boost?

I’m in the midst of writing a new LDraw renderer myself, so I’m very interested in any possible improvements I can implement over the old LD4DStudio rendering method. Although I suspect it has to do with alpha blending and or conditional line rendering (none of whom are done in LD4D, but I would like to do in the new implementation).

Anyhow it sounds great, maybe I get to use it one day (I’m planning to buy an apple for some years now).

Roland

Hi Roland,

Bricksmith now recursively flattens the geometry for each referenced top-level part then sorts it according to primitive type (triangles, quads, lines). Since the primitives are sorted, each type can be enclosed in a single glBegin while display lists are compiled. I create a unique display list for each color variation of the part. Flattening and sorting the primitives allowed the display lists to perform vastly improved internal optimizations over what they were able to do with the unsorted data from the previous version of Bricksmith.

Unfortunately, all this is a bit beside the point because display lists are on their way out, deprecated, not even available on the iPhone, etc. You are supposed to be using VBOs and VAOs nowadays. Unfortunately I am not a 3D guru, wrote my program using obsolete methods to begin with, and it has taken me a while to plan a transition.

By the way, Bricksmith does not render conditional lines. I consider shading to be a sufficient substitute, and conditional lines sound difficult to optimize.

Allen


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Tue, 15 Jun 2010 19:40:18 GMT
Viewed: 
36720 times
  
In lugnet.cad.dev.mac, Kevin L. Clague wrote: snip
  
Hi Roland,

Just to be clear, Allan recoded and achieved this fantastic performance improvement.

Kevin

Hi Kevin,

Sorry I replied to the wrong message, that’s what you get if you read the group in a newsgroup client and post at the site.

Still hoping Allan could share some insight on the rendering technique(s) used.

Roland


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Tue, 15 Jun 2010 01:02:37 GMT
Viewed: 
36452 times
  
In lugnet.cad.dev.mac, Roland Melkert wrote:
   In lugnet.cad.dev.mac, Kevin L. Clague wrote: snip
  
  
  • Drawing speed improvements of up to 1200% snip
Kevin

Hi, Keving

Just from a technical interest, how did you achieve that boost?

I’m in the midst of writing a new LDraw renderer myself, so I’m very interested in any possible improvements I can implement over the old LD4DStudio rendering method. Although I suspect it has to do with alpha blending and or conditional line rendering (none of whom are done in LD4D, but I would like to do in the new implementation).

Anyhow it sounds great, maybe I get to use it one day (I’m planning to buy an apple for some years now).

Roland

Hi Roland,

Just to be clear, Allan recoded and achieved this fantastic performance improvement.

Kevin


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Mon, 14 Jun 2010 18:26:31 GMT
Viewed: 
36095 times
  
In lugnet.cad.dev.mac, Kevin L. Clague wrote: snip
  
  
  • Drawing speed improvements of up to 1200% • snip
Kevin

Hi, Keving

Just from a technical interest, how did you achieve that boost?

I’m in the midst of writing a new LDraw renderer myself, so I’m very interested in any possible improvements I can implement over the old LD4DStudio rendering method. Although I suspect it has to do with alpha blending and or conditional line rendering (none of whom are done in LD4D, but I would like to do in the new implementation).

Anyhow it sounds great, maybe I get to use it one day (I’m planning to buy an apple for some years now).

Roland


Subject: 
Re: Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Mon, 14 Jun 2010 14:57:41 GMT
Viewed: 
36202 times
  
In lugnet.announce, Allen Smith wrote:
  

Bricksmith 2.4 adds the following features:
  • Drawing speed improvements of up to 1200%
  • 64-bit native on Mac OS X 10.6
  • Viewports fill their entire frame
  • Supports displaying the newly-standardized direct RGB color syntax
  • Supports displaying legacy blended colors from the original LDRAW
  • Saved files are formatted in traditional LDraw text style instead of fixed-width columns


...snip....

   Bricksmith requires Mac OS X 10.5 or later, and may be download it at http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.

Sincerely,
Allen Smith

Allan,

Congratulations on such a great improvement! Keep up the good work.

Kevin


Subject: 
Bricksmith 2.4: Faster. Much Faster.
Newsgroups: 
lugnet.announce, lugnet.cad, lugnet.cad.dev.mac
Followup-To: 
lugnet.cad.dev.mac
Date: 
Mon, 14 Jun 2010 01:10:38 GMT
Viewed: 
69668 times
  


Bricksmith 2.4 adds the following features:
  • Drawing speed improvements of up to 1200%
  • 64-bit native on Mac OS X 10.6
  • Viewports fill their entire frame
  • Supports displaying the newly-standardized direct RGB color syntax
  • Supports displaying legacy blended colors from the original LDRAW
  • Saved files are formatted in traditional LDraw text style instead of fixed-width columns
It also fixes the following bugs:
  • Fixed part selection failures for certain indirectly-referenced objects
  • Eliminated several extra redraws
You read that right: Bricksmith 2.4 is over ten times faster than Bricksmith 2.3 on a computer with a good graphics card. (Even with a woefully underpowered graphics card, you’ll still see a huge improvement.) Bricksmith 2.4 actually achieves a faster framerate than LDView on my computer. Now you can enjoy real-time interaction with models containing thousands of pieces!

Bricksmith requires Mac OS X 10.5 or later, and may be download it at http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.

Sincerely,
Allen Smith


Subject: 
Bricksmith 2.3.1
Newsgroups: 
lugnet.announce, lugnet.cad, lugnet.cad.dev.mac
Followup-To: 
lugnet.cad.dev.mac
Date: 
Tue, 15 Dec 2009 06:31:05 GMT
Highlighted: 
! (details)
Viewed: 
36778 times
  


Bricksmith 2.3.1 fixes the following bugs:
  • Empty steps no longer prevent files from being opened
  • Split and Close tooltips appear
  • Split and Close buttons always work
Bricksmith requires Mac OS X 10.5 or later, and may be download it at http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.

Sincerely,
Allen Smith


Subject: 
Re: txt2dat 0.2.3 released
Newsgroups: 
lugnet.cad, lugnet.cad.dev.mac
Date: 
Sun, 6 Dec 2009 23:18:59 GMT
Viewed: 
19105 times
  
In lugnet.cad, Ross Crawford wrote:
   Version 0.2.3 of txt2dat has been released, you can download it here.

   Mac version will be available when Jim gets a chance to build it 8?)

Voila! Mac universal binary now available at the above link for download!

ROSCO


Subject: 
Re: LPub 4 Callouts (and other questions)
Newsgroups: 
lugnet.cad, lugnet.cad.dev.mac
Date: 
Sat, 5 Dec 2009 20:54:56 GMT
Viewed: 
21493 times
  
In lugnet.cad, Jim DeVona wrote:
In lugnet.cad, Kevin L. Clague wrote:

Man, LPub sure has gotten complicated :^) Anyone want to help?

Well, I'm interested in helping to maintain current builds for the Macintosh.
We're still at 4.0.0.1. If you update the SourceForge page with the current
code, I will work on that - and then my interest might be rekindled enough to
delve deeper into other issues.

Jim

I'm on my way, thanks!

Kevin


Subject: 
Re: LPub 4 Callouts (and other questions)
Newsgroups: 
lugnet.cad, lugnet.cad.dev.mac
Date: 
Thu, 3 Dec 2009 21:22:17 GMT
Viewed: 
21066 times
  
In lugnet.cad, Kevin L. Clague wrote:

Man, LPub sure has gotten complicated :^) Anyone want to help?

Well, I'm interested in helping to maintain current builds for the Macintosh.
We're still at 4.0.0.1. If you update the SourceForge page with the current
code, I will work on that - and then my interest might be rekindled enough to
delve deeper into other issues.

Jim


Subject: 
Re: *** LSynth 3.1 Released ***
Newsgroups: 
lugnet.cad.dev.org.ldraw, lugnet.cad.dev.mac
Date: 
Sat, 21 Nov 2009 19:49:40 GMT
Viewed: 
17743 times
  
In lugnet.cad, Willy Tschager wrote:
Hi folks,

Don Heyse, has asked me to announce the release of LSynth 3.1 which is now
available for download from:

http://lsynth.sourceforge.net/LSynth.html

Big thanks also to Kevin Clague, the creator of LSynth, who gave us free hands
on this release! This update would never have happend if Kevin had'nt had the
idea for LSynth in the first place and eased things tremendously with version
3.0 exporting the synthesis definitons to the LSynth.mpd file!

FYI, I have taken the liberty of compiling a Mac OS X version of LSynth 3.1,
which I have made available along with the lsynth.mpd file and constraint parts:

http://anoved.net/2009/11/lsynth-3-1-for-mac-os-x/

I have not tested it much but it seems to work fine with the few examples I have
tried. I hope this is helpful for my fellow Mac LDraw users.

Thanks to everyone involved in this update to LSynth.

Jim


Subject: 
Re: Bricksmith 2.3
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Mon, 2 Nov 2009 02:09:28 GMT
Viewed: 
16990 times
  
In lugnet.announce, Allen Smith wrote:
   ÂÂÂ
ÂÂÂ
Bricksmith 2.3 adds the following features:

(snip)
  
Bricksmith now requires Mac OS X 10.5 or later, and may be download it at http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.

Sincerely,ÂÂÂ
Allen Smith

ÂÂÂ
ÂÂÂ
ÂÂÂ

Cool! I haven’t become a power user of Bricksmith just yet, but have adopted this and LPub to create some of the instructions that are in BrickJournal. Many thanks from me and the readership of the magazine for your and Kevin’s ongoing work.

Joe Meno


Subject: 
Re: Bricksmith 2.3
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Sun, 1 Nov 2009 14:23:06 GMT
Viewed: 
16448 times
  
In lugnet.announce, Allen Smith wrote:

  
  • Configurable viewport arrangements
  • Selecting a part while in Step Display does not reset the viewing angle

Hi, Allen!

Great update. The configurable viewports are a pleasant surprise. I appreciate the change in behavior when selecting a part in step display - I didn’t realize it was a bug, but the view reset would be a hassle sometimes.

Thanks for your continued work and improvements.

Jim


Subject: 
Re: Bricksmith 2.3
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Thu, 29 Oct 2009 10:15:29 GMT
Viewed: 
16576 times
  
In lugnet.announce, Allen Smith wrote:
  
  • Configurable viewport arrangements

This is awesome. Thanks for listening to fans and continuing to make a great tool even better.

-Orion



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