Closed GoogleCodeExporter closed 8 years ago
Work has now begun
Original comment by westcoas...@hotmail.co.uk
on 11 Apr 2010 at 2:39
The caching of objects is completed, ending up using the reference to the
com.bulletphysics.collision.dispatch.CollisionObject
This did not provide the performance boost I was expecting for high poly count
objects, so I've also added VBO use, which did increase performance.
Even using VBO the rendering performance (of the lines) doesn't match that of
the JME
wireframe state (on a TriMesh), so this'll be the next point of investigation -
creating a TriMesh with a wireframe state instead of line.
Original comment by westcoas...@hotmail.co.uk
on 18 Apr 2010 at 9:11
Excellent result!
I've now switched the rendering from using Line to TriMesh and there has been a
substantial gain in FPS.
> 130K with Line ~ 40FPS
> 130K with TriMesh ~ 60FPS (this is the cap imposed by the game state, it
managed
60FPS with 3 of the high poly objects!)
Still refactoring to perform (as it's looking like a mono-class), change colours
according to bullet state & cater for compound shape.
Original comment by westcoas...@hotmail.co.uk
on 2 May 2010 at 10:02
Major refactoring of the classes involved in the debug bounds rendering.
Brief overview: altered the structure to fit in a more OO style, using Command
pattern during creation and encapsulation of behaviour within the
RigidBodyWireframe
classes. This is a prelude to implementing colour dependant on the object state
(asleep / awake / sleepy).
Original comment by westcoas...@hotmail.co.uk
on 8 May 2010 at 5:31
Completed the wireframe colours based on the object type and state
Original comment by westcoas...@hotmail.co.uk
on 15 May 2010 at 5:25
Original comment by westcoas...@hotmail.co.uk
on 19 May 2010 at 9:09
Original issue reported on code.google.com by
westcoas...@hotmail.co.uk
on 11 Apr 2010 at 2:34