Subject:
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Re: Bricksmith 2.4: Faster. Much Faster.
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Newsgroups:
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lugnet.cad.dev.mac
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Date:
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Wed, 16 Jun 2010 17:26:31 GMT
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Viewed:
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35336 times
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In lugnet.cad.dev.mac, Allen Smith wrote:
snip
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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
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Thanks for the insight Allen,
Im 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 glcolors are needed during
rendering. So it seems display lists arent less then VBO at all to me.
Only problem with the highlevel part approach is you cant 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 its actually faster doing it yourself but Ill 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
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Message has 1 Reply: | | Re: Bricksmith 2.4: Faster. Much Faster.
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| (...) 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. (...) Change the cull-face orientation ;-) (...) (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
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Message is in Reply To:
| | Re: Bricksmith 2.4: Faster. Much Faster.
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| (...) 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 (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
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