From: Filip V. <f.v...@ce...> - 2006-11-06 21:43:49
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Hi! I'm mainly posting to let you people be informed. In the past days, I was focusing on the scene manager, trying to squash out some FPS to have a nice reserve for other types of computations that will need to happen. I was not very successful, getting not more than few FPS surplus, but I think this can be optimized even later on. I will likely concentrate on the scene manager finalization in the upcoming days, to clearly make a thick line, knowing that everything needed was done. The two things I'll be implementating now are: * Rayscene queries - this is inevitable, and needed for collision detection and picking * Clear distinction of static meshes v.s. movables - so the movables will be able to attach to the sceneNodes/cells in which the movables are visible, but rendered only once per frame if visible. There are some other optimization tricks waiting for some clever coder, such as: * Scissors used for the in-cell geometry (Ogre::RenderSystem::setScissorTest) - should be quite simple. Only the incoming portals would get unioned to get a global input view to cell * MovableObject occlusion - hard. Some simplified, non-holed mesh would have to be used (f.e. closed doors can be seen set as vis-blockers, closing the portal view) * Portal simplifications - I remove the vertices not forming an edge change now (will be in CVS soon). Some other tricks could be used I guess * Other? We could theoretically create a PVS generator for example - too much work for now. I will be glad for any help, as usual. Filip |