Hi,
i finally got to cast some rays with my ray-casting application and i found out
the perforamce is terribly low. i am not sure how fast the intersections should
be counted, but i am pretty sure that an image 160x120 pixels (which is 19200
points) should be computed in less than 5.5 seconds
Hi Andrey,
There isn't any way for us to answer your question about why the
performance is not what you are expecting given such limited
information about your actual scene graph.
The best I can do is suggest general things like have you compiled a
release build and tested this? Debug builds
Hello, Robert and thank you for the swift reply.
The scene is quite simple, it's actually just a room with a mirror, table and a
couple of spherical objects.
There are 126 drawables (all are fast drawables), 16k vertices and 5.3k
triangles.
I have just tried building the app with -O3 -DNDEBUG
Hi Andrey,
On 6 January 2012 11:21, Andrey Ibe xry...@gmail.com wrote:
Hello, Robert and thank you for the swift reply.
The scene is quite simple, it's actually just a room with a mirror, table and
a couple of spherical objects.
There are 126 drawables (all are fast drawables), 16k
hello!
here is the scene
[Image: http://img441.imageshack.us/img441/6236/sceneviewwireframe.png ]
so what do you think?
and here i was thinking the built-in kd tree support will save me the time of
implementing kd-trees, eh
thanks
Andrey
--
Read this topic online here:
now this is strange - i loaded a much more complex model with 250k vertices and
83k triangles, but with only 13 primitive sets / drawables, and given the
same resolution (160*120 px) i get a frame in 0.6 seconds with KdTrees enabled
and in approx. 10 - 12 seconds if they are disabled. now i at
Hi Andrey,
On 6 January 2012 13:11, Andrey Ibe xry...@gmail.com wrote:
now this is strange - i loaded a much more complex model with 250k vertices
and 83k triangles, but with only 13 primitive sets / drawables, and given
the same resolution (160*120 px) i get a frame in 0.6 seconds with
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