Re: [TuxKart-devel] playing with 2 gamepads
Status: Alpha
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sjbaker
From: Ingo R. <gr...@gm...> - 2004-08-10 01:37:34
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Steve Baker <sjb...@ai...> writes: > Both collision code and rendering code will benefit IMMENSELY from > having the track broken up into short segments. Without that, there > is no way to cull by field of view - and the collision detection > code will have to do really costly testing for just about every > polygon. Tried that now and at least the time it took until the track gets useable went down to zero (aka. the slow-on-startup problem went completly away). When I am in a position where only a small portion of the track is visible the framerate is also a better, in other section it is however still unusable slow. Tweaking the Near/Far clipping planes helps here quite a bit, even so that would be more an ugly workaround than a solution. wolfman8k mentioned VBOs, which might provide some serious speedup over vertex arrays which are currently used in plib (correct me if I am wrong here). However I have no idea how good that speed boost would be. Another problem is that breaking the track up into pieces results in seams all over the track, this might be due to the way the AC3d exporter works which might result in some nummerical errors, however havn't checked the details. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |