update: I think the rendering process of primitive-type objects is REALLY inefficient somehow. I got the following: http://www.marlinstudios.com/products/treefarm/treefarm.html
These trees look A LOT better (seriously they look awesome) and should be far more intensive on the graphics driver of any computer. Here's the kicker though: I put about 160 10k-ish poly trees right next to each other and they are running at 50 fps. huh? I've had a similar problem once with my demo project (you can see the movie on the homepage at www.visibuild3d.com). I originally built out the area with prims (the houses) and got about 15 fps out of it (on my old laptop) in rex mode and 30-ish on SL-mode. I then proceeded to model all the houses in 3ds max and the framerate shot way up... So is rendering primitives just inefficient or what is the deal here? I think there should be a huge warning sign on that before anyone tries to undertake any serious project with realxtend that uses a lot of primitives... On Mar 14, 12:30 pm, "[email protected]" <[email protected]> wrote: > Hiya, > > I ran into a bit of a complication with the performance of the OGRE 3d > engine here. > > The scene I am using is basically made up of: > > -5 1024x1024 textures (trees and shrubs) > Instanced in 300 tree objects across the scene > No complicated geometry. The landscape mesh they are placed on is > about 400 polygons. > > FPS in OGRE-mode: 7 > FPS in SL mode: 60 > > System: > Intel Core2Quad Q8200 > Nvidia GeForce 9800GTX > 8gb RAM > > I don't even want to imagine how this runs on lower-end systems. Is > there any way to fix this? > > (My made up solution, create all the trees in a 3d mesh and make sure > the textures are applied correctly and so forth, that way you only > have one texture that is tiled across the entire mesh of trees, but > that should not be necessary...) --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
