Instancing Related Questions for Torque 3D
by soulmisfit · in Artist Corner · 12/09/2009 (8:57 pm) · 1 replies
I'm new to Torque 3D and I have some questions about how Torque 3D handles static geometry.
I'm importing .dae files and I believe these are instances of the same object as I import them into my level.
As far as performance in T3D are these separate instanced objects better than one larger object of the same thing and are these really instances that T3D is creating?
Some disadvantages I see is more visible seems and duplicate vertices at the seems but I can't tell if performance is the same, better or worse?
Anybody know or should I do a test with FRAPs of the same geo built 2 different ways and see what performs better?
Thanks!
I'm importing .dae files and I believe these are instances of the same object as I import them into my level.
As far as performance in T3D are these separate instanced objects better than one larger object of the same thing and are these really instances that T3D is creating?
Some disadvantages I see is more visible seems and duplicate vertices at the seems but I can't tell if performance is the same, better or worse?
Anybody know or should I do a test with FRAPs of the same geo built 2 different ways and see what performs better?
Thanks!
About the author
Associate Rene Damm
Yes and no. Depends a little actually.
Chopping things up into multiple objects allows the high-level culling (frustum culling and zones) to omit objects that are not in view entirely from the rendering.
However, each separate object will add drawcalls and render overhead.
If the player is moving through an object of any significant complexity, then it is usually best to split the object up in some way.
As for data sharing, the actual resource data is loaded only once and then referenced by the individual instances.