On 12/4/05, megalegoland@yahoo.fr megalegoland@yahoo.fr wrote:
Well I am working on PMPD and particulary on the morphing exemple for a live show in two weeks, my computer (athlon 2600+, 333Mhz bus freq, 512 RAM, and Nvidia 64Mo) can handle the 125 spheres with no problems, it's slowing down if I use text with 'round' fonts and more than two letters,
125 [sphere] objects take up a lot of CPU. The more involved PMPD patches spend up to 90% of the time drawing the spheres. Try creating a sphere in a 3D app like Blender and loading it using [model] and see if it makes a difference.
I'm not sure about the text issue, but always use text3d and not 2d.
125 [sphere] objects take up a lot of CPU. The more involved PMPD patches spend up to 90% of the time drawing the spheres. Try creating a sphere in a 3D app like Blender and loading it using [model] and see if it makes a difference.
how many spheres can you do in blender? sending back the data via OSC... and what about ODE. how well does it perform? http://www.ode.org/
On 12/4/05, ix yaqtil@gmail.com wrote:
125 [sphere] objects take up a lot of CPU. The more involved PMPD patches spend up to 90% of the time drawing the spheres. Try creating a sphere in a 3D app like Blender and loading it using [model] and see if it makes a difference.
how many spheres can you do in blender? sending back the data via OSC... and what about ODE. how well does it perform? http://www.ode.org/
My suggestion was to create a Wavefront .obj file of a sphere in Blender and load it using [model]. The [model] object uses a display list which caches all of the geometry on the video card. It's not uncommon to see a 10x gain by using a display list over immediate mode calls.