[GD-Consoles] transforms
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From: R & D \(GameBrains\) <res...@ga...> - 2002-05-09 08:38:03
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Hello, Been quiet here for so long, thought I would post a question :-) We are = redesigning our object manager and I was wondering how others are = handling their object transformations on modern hardware, especially = machines with hardware T&L. Overall, it seems to me that there has been a lot of research on = graphics algorithms, but not on scene graph management for modern = hardware. I did a Google search and couldn't find any info on how to = set up object transform managers to maximize HW T&L, so if somebody = knows of a term for this that would help my search, please let me know. Meanwhile, my questions are: 1. Is anybody using quats for everything, including game models, etc.? 2. If so, are you building a new matrix from scratch every frame for = use by HW T&L? 3. For those using good old matrices, are you building the matrices = from scratch each frame or updating one? 4. If you are updating, does modern hardware with T&L choke because you = are accessing memory? 5. What are the implications of managing a whole bunch of objects and = keeping their transform matrices updated and syncronized without chewing = up performance? 6. In the "old days" I built my engines to aggressively check what = angles changed and then called a function specifically written to handle = the minimal matrix update needed. Is this still a good way to do = things? 7. Are people still manipulating objects using an X, Y, Z angle and = then generating the matrices internally, or have there other ways of = doing this I should consider? (e.g. grabbing Look At/Right/Up vectors = directly from the matrix and manipulating them, etc.) Thanks! Brett Bibby GameBrains |