IRC logs of Libera.Chat #BZFlag for Monday, 2022-10-10

SpringTankI thought drawinfo had something special about it that made it render faster or more effeciently.00:52
blast007you can have LODs with DrawInfo (so you can have different levels of detail at difference distances)01:00
blast007might be something with how it handles triangles too, but I'm not real familiar with it01:02
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SpringTankinteresting01:16
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Optic_DelusionJunkoAkemi[m]   my tests indicated 30,000 vertices total vertices is where a map becomes unplayable.   05:57
Optic_DelusionI would stay under 25,000, if I were you.05:58
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Optic_DelusionIt sounds like you could benefit a lot by using drawinfo or drivethrough/shootthrough techniques. Build the building using a simple invisible mesh, and send that to collision detection, then drape your drawinfo eye candy over it.06:12
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blast007Optic_Delusion: if you're not using LOD, is there a performance difference between a passable (drivethrough + shootthrough) mesh and a drawInfo mesh?09:52
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Optic_DelusionI never tested that, but i believe so. Drawinfo faces are sent to be rendered in the same format the renderer uses, in addition to being excluded from ColDet.10:55
Optic_Delusion(don't depend on me for details but...) two regular triangles sent to be rendered require six points,  Two drawinfo triangles require four points.  Drawinfo can do four tris with six points. As tri count goes up, the benefit increases. 10:58
Optic_Delusion....It's something like that.10:59
Optic_Delusioneach additional tri requires only one additional point.11:00
Optic_Delusionafter the first one.11:02
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SpringTankive heard about there being a performance difference before but I never knew why.14:26
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AgathaGL_TRIANGLES vs. GL_TRIANGLE_STRIP, I expect20:42

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