I managed to get colors now.
Do you know how many vertices can be rendered in a scene with an acceptable framerate ? I tried ~720000 (in Quads mode) and it lagged like hell, but I need to draw a lot for what I've planned
pixartist wrote:Okay, thank you
I managed to get colors now.
Do you know how many vertices can be rendered in a scene with an acceptable framerate ? I tried ~720000 (in Quads mode) and it lagged like hell, but I need to draw a lot for what I've planned

greenya wrote:Test code is here: http://irrlichtirc.g0dsoft.com/pastebin/view/32368373


shadowslair wrote:In case you have missed it- he posted the code after the screenshot:greenya wrote:Test code is here: http://irrlichtirc.g0dsoft.com/pastebin/view/32368373
pixartist wrote:right now device.VideoDriver.DrawVertexPrimitiveList(vertices, indices); does only take lists, not arrays
pixartist wrote:oh I see the improvement for DrawVertexPrimitiveList is only marginal... hmm, vertex buffers look annoying
Well, I don't mind splitting up meshbuffers, as long as I don't need 50 lines of hilariously confusing code to get the indices right![]()


greenya wrote:Well, I don't mind splitting up meshbuffers, as long as I don't need 50 lines of hilariously confusing code to get the indices right![]()
I believe if you want to use meshbuffers directly and from time to time modify its content, you anyway will need to "dance" around those indices.![]()
I have added to Lime new example (for next release), but would be good if you try it. Please tell than the results, your OS and video card. Somehow when i use 32-bit meshbuffer, my app crashes when add about 700k+ cubes, but it works just fine when i use only 512k. With 16-bit chunking i was able to draw 800k+ without crashes. Please also tell your physical memory size and report here what the maximums (for 16-bit and 32-bit meshbuffers) you was able to run without crashes.
The binnary is: http://filebeam.com/8bfdab6c3195ac7bb3cfb6d98a9a7063 [1.6 Mb]
The source code of this binnary is: http://irrlichtlime.svn.sourceforge.net ... athrev=275
P.S.: the generating cubes algorithm does really like to 'eat' free memoryFor example to generate 1kk cubes i use about 1.9Gb. After generation, when drawing, memory will be freed by .NET' garbage collector and the app will consume only about 500Mb.
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