Drachengeifer1 / vdrift-ogre

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HW instancing #226

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Some tracks have plenty static objects. J20 has many temples, W11 has many 
rocks for caves.
Currently 1 object is 1 batch/draw call which is horrible for Fps (could be 
even more if it has more than 1 material used, which shouldn't).
Need to update the hw_inst branch I made for trees and use that for static and 
dynamic objects, and also for car wheels and brake meshes.

Original issue reported on code.google.com by Cry...@gmail.com on 7 May 2013 at 3:35

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
Pick code from hw_inst (too old to merge).
For:
- Static objects. Could use static geometry or hw_inst, I'm guessing hw_inst 
should be better.
- Editor road point spheres.
- Car wheels/brakes.
- Dynamic objects.

- And lastly, continue with trees, try to make impostors in instancing shader 
(to not have any paging).
  If done, add an option for paged-geom / hw_inst, gui chk.

Original comment by Cry...@gmail.com on 8 Sep 2013 at 6:46

GoogleCodeExporter commented 8 years ago
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Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:36

GoogleCodeExporter commented 8 years ago
Closing. This will be done auto by Ogre 2.0 and above.

Original comment by Cry...@gmail.com on 18 Sep 2014 at 7:32