Travis Cobbs Wrote:
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> Roland Melkert Wrote:
> > LDView seems to be slower then my editor while
> > rotating but it does more eye candy (for some
> > reason it doesn't display render speed on my
> > system),
>
> In LDView's "General" preferences tab is a "Show
> frame rate" check box. If you check that, you
> should get an FPS display, but only while the
> model is spinning.
that's enabled, but it still only displays the fps occasionally. Sometimes it pops up after you click one of the buttons (e.g lighting on/off), but most of the time it just wont ever display during rotating. I believe I reported that issue to you a couple of years ago, but you couldn't reproduce.
> Note that for a model as big as
> DATSVille, drawing edge lines (and particularly
> conditional edge lines) will slow things down
> dramatically.
I'm using the excellent shader approach Alex Tyler posted last year on lugnet, so it isn't that much of an impact on a decent card. But one thing I added as a result of rendering datsville is 'distance based edges on/off' in order to prevent the whole scene going 'gray' from the faraway edges, I'm also doing some very rudimentary frustum culling.
-------------------------------------------------------
> Roland Melkert Wrote:
> > LDView seems to be slower then my editor while
> > rotating but it does more eye candy (for some
> > reason it doesn't display render speed on my
> > system),
>
> In LDView's "General" preferences tab is a "Show
> frame rate" check box. If you check that, you
> should get an FPS display, but only while the
> model is spinning.
that's enabled, but it still only displays the fps occasionally. Sometimes it pops up after you click one of the buttons (e.g lighting on/off), but most of the time it just wont ever display during rotating. I believe I reported that issue to you a couple of years ago, but you couldn't reproduce.
> Note that for a model as big as
> DATSVille, drawing edge lines (and particularly
> conditional edge lines) will slow things down
> dramatically.
I'm using the excellent shader approach Alex Tyler posted last year on lugnet, so it isn't that much of an impact on a decent card. But one thing I added as a result of rendering datsville is 'distance based edges on/off' in order to prevent the whole scene going 'gray' from the faraway edges, I'm also doing some very rudimentary frustum culling.