Here are the stats, which are not exactly accurate since I have to disable complied branchgroups to collect the info, which skews some of the info. But its in the right ballpark.
Scene Statistics: [2 min 0 sec, 68mb/108mb] Shapes : 355 [2 min 0 sec, 68mb/108mb] Geometries : 707 [2 min 0 sec, 68mb/108mb] Vertices : 399083 [2 min 0 sec, 68mb/108mb] Triangles : 127641 [2 min 0 sec, 68mb/108mb] Quads : 4036 [2 min 0 sec, 68mb/108mb] Appearances : 355 [2 min 0 sec, 68mb/108mb] Materials : 354 [2 min 0 sec, 68mb/108mb] Blended Shapes : 120 [2 min 0 sec, 68mb/108mb] Branch Groups : 332 [2 min 0 sec, 68mb/108mb] Shared Groups : 51 [2 min 0 sec, 68mb/108mb] Links : 51 [2 min 0 sec, 68mb/108mb] Textures : 407 [2 min 0 sec, 68mb/108mb] Mip Mapped : 232 [2 min 0 sec, 68mb/108mb] Texture Memory : 15054852 [2 min 0 sec, 68mb/108mb] Shapes Multitextured : 54 [2 min 0 sec, 68mb/108mb] Dynamic Geometries : 11 [2 min 0 sec, 68mb/108mb] Dynamic Vertices : 42160 [2 min 0 sec, 68mb/108mb] Don't be fooled by the low number of shapes. All the dynamic vertices are shoved into 11 shapes in this scene. Also, we do some fancy stuff in our buildings to collapse and combine textures and shapes into faster rendering geometries. Another thing is that culling is an important part of scene performance, since to render all of these would be at 4.5 million triangles a second. I know the scene can handle a lot more geometry also, so this is not top limits or anything. We also have a hell of a lot of blended overdraw. Dave ----- Original Message ----- From: "Scott" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, May 01, 2002 12:51 AM Subject: Re: [JAVA3D] Magicosm demo movie David, Pretty damn cool. I personally would prefer to see a shorter flick, with a higher sample rate. But this certainly shows off what you guys have done. The resolution is okay, and typical of downloadable video clips of games. This is actually a pretty long video for under 4MB. Have to ask--what kind of system are you running on (when we see FPS of 30 or so in screenshots), and any idea how many poly's you're showing typically? And how many are in those trees? I'm guessing you've done some serious optimizing with the number of trees I see in this video... Impressive stuff, and a fantastic example of J3D in action. Scott ----- Original Message ----- From: "David Yazel" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, April 30, 2002 11:19 PM Subject: [JAVA3D] Magicosm demo movie > I am just experimenting with making a demo movie, so forgive the quality of > the frame snaps and size. But I thought you guys might like to see this. > Hopefully the downloads will not blow out our webside quota! > > This is in Real Video g2 format. > > www.magicosm.net/magicosm_high.rm > > If you download it and take a look, feel free to post your comments to this > list, or send me a private e-mail. > > Dave Yazel > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".