Horde3D

Next-Generation Graphics Engine
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PostPosted: 29.01.2008, 21:48 
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Joined: 29.01.2008, 21:33
Posts: 2
We've been playing around with utilizing morph targets.
For testing we had the framerate drive the different weights.
Works great, but once we animate more than 2 target weights
the framerate drops noticeably. (~12fps..)
The machine we're testing on is fairly decent,
plenty of cores as well as an nvidia 6800gtx(i think).
Our morph target geometry only has 8792polygons,
so that shouldn't be the culprit either.

Obviously we're doing something wrong.
I couldn't find much reference on how to properly use morph targets,
so if someone has more experience and can see an obvious flaw
in what i have described i would really appreciate a hint or two.

Thanks,

morizky


(and thanks a lot for this very cool piece of engine!
i hope it will keep on flourishing and get lots of contributions
from like-minded people)


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PostPosted: 29.01.2008, 22:33 
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Joined: 10.09.2006, 15:52
Posts: 1217
Honestly I never tried morphing with a model of more than a few hundred polygons but even several thousand shouldn't actually be a problem, especially since I have optimized the morphing code a bit in 0.13. Are you running your code in release mode? This should make a huge difference to debug mode since morphing involves a plenty of (actually simple) calculations with inlined vector functions.

I will soon need morph targets for a model similar to the one your using considering the poly count for my own project, so I will be able to tell you more about that soon.

morizky wrote:
(and thanks a lot for this very cool piece of engine!
i hope it will keep on flourishing and get lots of contributions
from like-minded people)


Thanks! That's nice to read :)


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PostPosted: 05.02.2008, 19:22 
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Joined: 29.01.2008, 21:33
Posts: 2
Thanks for your quick reply!
We've not been running it in debug mode.
We will do more testing and goofing around tonight(yay!)
and will post if we find sth noteworthy.


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