UT style Static Meshes
by Ironbelly Studios · in Torque Game Engine Advanced · 01/27/2005 (3:38 pm) · 5 replies
Are there any plans for Static meshes the way that UT2004 handles them where you can have say 10 static meshes in a scene and the engine basically only renders one and quickly mirrors it.. Something like this is what speedtree uses as well I believe in order to handle such large amounts of trees so efficiently..
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#2
01/27/2005 (4:19 pm)
Ryan - yes, sometime after the 1.0 release.
#3
01/27/2005 (5:55 pm)
We do only keep one instance of geometry in memory at a time, though.
#4
Speedtree uses a few different techniques. It does take advantage of hardware instancing where available and will pre-transform several hundred trees into a single VB. TSE at the moment doesn't do either of these tricks for DTS shapes, but there isn't a reason why it couldn't once the basics are done.
01/27/2005 (6:21 pm)
@Ryan - I don't know what you mean by "quickly mirrors it". TSE has one copy of the geometry in memory and executes one draw operation per DTS shape (basically a static mesh) like Ben said.Speedtree uses a few different techniques. It does take advantage of hardware instancing where available and will pre-transform several hundred trees into a single VB. TSE at the moment doesn't do either of these tricks for DTS shapes, but there isn't a reason why it couldn't once the basics are done.
#5
01/28/2005 (9:42 am)
"TSE has one copy of the geometry in memory and executes one draw operation per DTS shape (basically a static mesh)" yea that is basically what I meant..
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