After MUCH RESEARCH...
I believe that we now know what we're in need of. Anybody have one that's better than the standard dx8vb.dll? Better meaning better FPS.
Anybody want $300 a month for a while perhaps? Even a reward for finding one out there? It's all we can afford.
It's very important that we get this poor guy's frame rate up in a reasonable period of time.
Mikle, thank you for your - wow - entire kit!
I don't know if my learning-disabled friend can implement it, but together, we might be able to get things put together, however-
We have 2 questions for you-
1. Could you provide small example that just loads a large poly count (say 200,000) x.file so that we can compare the frame rates?
2. Is he going to be able to access the joints in a skinned mesh individually. He says that originally he couldn't figure out how to do that.
OK, I am now officially very impressed!
That rendered at 32FPS on my system.
I just wanted to see our largest model rendered and see if it was any faster.
My friend is stuck with: Pentium4 3.8Ghz, NVidia FX5500, Visual Basic 6, DirectX8, and, sadly, Windows 98SE.
His computer is a medical computer, and he cannot change the hardware, so we need to work with what he has.
Would you be able to load up a 50MB .x file on your machine and provide a loose critique as far as whether
this will give us a good frame rate?
We've been having a hard time optimizing larger meshes, and none of the stock exporters for 3ds max5 handle it very well.
He had to write an export macro for max (took him about a year, he said), but because of texturing coordinates, he just has
to put out raw triangles, so it's completely unoptimized - he couldn't figure out VertexDuplicationIndices.
There are more than 90 texture maps rendered on the collapsed scene mesh object in the x file called 'MapUnmoving" (it was a form of optimization)
any objects that don't get manipulated in the scene are collapsed into this single mesh.
Can I offer a donation to help encourage your continuing work on this marvelous type library?
We can afford $200US each month., we plan on posting his engine as OpenSource when the
engine has been successfully converted over to DX9? I know you're probably too busy, but we
could sure use a sharp friend such as yourself.
Last edited by mikorians; Sep 17th, 2012 at 11:58 AM.
He makes use of a complex .x file format. They can contain both standard meshes and skinned meshes in the same file (if necessary), but typically skins are kept separate from these maps.
Your use of algorithmic polygon generation has produced some great sample programs and we hope you'll be able to implement the x-file loader functions soon so he can play around with it.