RE: [Algorithms] vipm instancing
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From: Tom F. <to...@mu...> - 2000-08-03 11:58:27
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The only memory that needs to be replicated is index memory - that's what we're talking about, right? The vertex memory can be shared between all instances, since you never change the vertex data when collapsing/expanding edges. I did have a vague outline of a scheme to get better vertex cache coherency (which normal VIPM lacks), and which, almost as a side-effect, allows you to share much more index data between instances. Here's a quick brain-dump. One day I'll write it up properly. This could be improved by having several versions of the index buffer, but pre-optimised for polygon number ranges: For the range 100-200 triangles, I stripify the first 100 tris in the index buffer, and then the rest are in collapse order. Over 200, I switch to the 200-400 range, which has the first 200 indices stripified, and the next 200 in collapse order. So this just involves switching index lists every power of two triangles. Note that I haven't actually tried this yet! You could also make the switches more often, i.e. every 100 tris. Also note that some of the non-vanishing tris need to be modified during expands/collapses, so they need to be in the un-optimised chunk as well. I did write this all down properly somewhere - I've lost it now. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Paul Firth [mailto:pa...@ar...] > Sent: 03 August 2000 11:30 > To: gda...@li... > Subject: [Algorithms] vipm instancing > > > Hi, > > I was wondering if anyone can offer any advice about how to > save memory when instancing multiple vipm models in a scene. > > Ideally what I'd like to have is each instance only taking enough > memory for as many tris as it currently has in its LoD, but I can't > see any way to neatly increase this amount without some kind of > crazy slow memory re-organisation. > > I could use buckets but I really don't want to waste all that > luvly ram, > does anyone have any ideas? > > Cheers, Paul. > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |