JointMesh

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
JVr
Posts: 28
Joined: Wed Oct 19, 2011 2:32 pm

Re: JointMesh

Post by JVr »

Oki one more test dunno if ideal but just for ya :P

I added used dwarf but not the one from irrlicht but I used the original from psionic... "dwarf2.b3d"
I've made 30 dwarfs all visible all with different animation frame loop and some with different animation speed.
(well dwarf is not so ideal since it has all vertices skinned by exactly one bone I think but whatever... number of skined vertices was in this case really high)
Source of test example http://www.mediafire.com/?29xtqnlbicrp95g or directly http://www.mediafire.com/file/29xtqnlbi ... 0dwarf.zip
(it is running exactly 10secs and than just print average FPS
I decided to try bouth NULL and open GL rending but NULL lets see first:
SkinMesh
Average FPS 153.040805
Average FPS 150.251986
Average FPS 153.035354
Average FPS 151.325792
(so 150-153 -> AVG: 151,9 ; base)

JointMesh with instance context
Average FPS 174.093046
Average FPS 175.707400
Average FPS 177.086515
Average FPS 176.306757
(so 174-176 -> AVG: 175,8 ; +15,7%)

JointMesh without instance animation context
Average FPS 174.486023
Average FPS 172.239465
Average FPS 173.660758
Average FPS 172.140586
(so 172-174 -> AVG: 173,1; +14%)

OpenGL (on my weak notebook it's running slow...but)
SkinMesh
Average FPS 25.881944
Average FPS 25.870307
Average FPS 25.666667
Average FPS 25.513793

JointMesh
Average FPS 25.856655
Average FPS 25.600000
Average FPS 26.106164
Average FPS 25.553633

Well guess this test was useless since results are almost the same..

Memory test:
Joint Mesh Without Context (I made some fixes not to allocate context)
==17401== HEAP SUMMARY:
==17401== in use at exit: 0 bytes in 0 blocks
==17401== total heap usage: 3,404 allocs, 3,404 frees, 6,133,934 bytes allocated
==17401==
==17401== All heap blocks were freed -- no leaks are possible

Joint Mesh With Context
==21626== HEAP SUMMARY:
==21626== in use at exit: 0 bytes in 0 blocks
==21626== total heap usage: 3,554 allocs, 3,554 frees, 6,381,494 bytes allocated
==21626==
==21626== All heap blocks were freed -- no leaks are possible

SkinMesh
==26055== HEAP SUMMARY:
==26055== in use at exit: 0 bytes in 0 blocks
==26055== total heap usage: 3,109 allocs, 3,109 frees, 6,030,077 bytes allocated
==26055==
==26055== All heap blocks were freed -- no leaks are possible

(strange was not expecting skin mesh to allocate less than Joint without context - I'll look the code to check what's going around memory consumption.. there)
But still I'm using different loader that may consume more memory si ti may cause this difference.
JVr
Posts: 28
Joined: Wed Oct 19, 2011 2:32 pm

Re: JointMesh

Post by JVr »

http://danpburke.blogspot.com/2011/03/o ... jects.html

I've found nice blog about doing OpenGL skinning.. However well.. I was looking inside COpenGLDriver and did not found the way how to do it for harware stored buffers since I need to add them atrributes using something like glVertexAttribPointer. Did not found how to do it for glBufferData approach used in Irrlicht.

I've also updated first post in this thread to inform all about current version etc... (guess if you need to test anything it should be without problem to try it now) I've made separate diff for trunk, and new added files.
JVr
Posts: 28
Joined: Wed Oct 19, 2011 2:32 pm

Re: JointMesh

Post by JVr »

Code a bit bugfixed (while I'm using it, I've found few minor bugs) - links to current version in the first post.
thanhle
Posts: 325
Joined: Wed Jun 12, 2013 8:09 am

Re: JointMesh

Post by thanhle »

Found this. Lets pump it up.

Will this allow me to manually editing joint rotation, animation blending?
Example code to use it would be nice.

Regards
thanh
REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Re: JointMesh

Post by REDDemon »

why not a repo to download from?
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