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...)
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