[Bf-committers] Fwd: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19592] trunk/blender: BGE Scenegraph and View frustrum culling improvement.

Dalai Felinto dfelinto at gmail.com
Wed Apr 8 02:14:37 CEST 2009


That was really mean Benoit :) to promise all that without providing us a
scons buildable code :p (ok, I know you use MSVC only)

Anyways, I'm really willing to test that, so if anyone (jesterKing?) could
take a look at the linking problems (msvc+scons), it will be very
appreciated:

http://pastebin.com/m5f6f500f

Cheers,
Dalai

http://blenderecia.orgfree.com

---------- Forwarded message ----------
From: Benoit Bolsee <benoit.bolsee at online.be>
Date: 2009/4/7
Subject: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19592]
trunk/blender: BGE Scenegraph and View frustrum culling improvement.
To: bf-blender-cvs at blender.org


Revision: 19592

http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19592
Author:   ben2610
Date:     2009-04-08 00:14:06 +0200 (Wed, 08 Apr 2009)

Log Message:
-----------
BGE Scenegraph and View frustrum culling improvement.

This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.

Modified Paths:
--------------

 trunk/blender/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp

 trunk/blender/projectfiles_vc9/gameengine/gameplayer/ghost/GP_ghost.vcproj

 trunk/blender/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj

 trunk/blender/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Physics.vcproj
   trunk/blender/source/blender/blenkernel/intern/world.c
   trunk/blender/source/blender/makesdna/DNA_world_types.h
   trunk/blender/source/blender/src/buttons_shading.c
   trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
   trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
   trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
   trunk/blender/source/gameengine/Ketsji/KX_Camera.h
   trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
   trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
   trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
   trunk/blender/source/gameengine/Ketsji/KX_Light.cpp
   trunk/blender/source/gameengine/Ketsji/KX_MotionState.cpp
   trunk/blender/source/gameengine/Ketsji/KX_MotionState.h
   trunk/blender/source/gameengine/Ketsji/KX_NearSensor.cpp
   trunk/blender/source/gameengine/Ketsji/KX_RadarSensor.cpp

 trunk/blender/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
   trunk/blender/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h
   trunk/blender/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
   trunk/blender/source/gameengine/Ketsji/KX_SG_NodeRelationships.h
   trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
   trunk/blender/source/gameengine/Ketsji/KX_Scene.h
   trunk/blender/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
   trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
   trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
   trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
   trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
   trunk/blender/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
   trunk/blender/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
   trunk/blender/source/gameengine/Physics/common/PHY_DynamicTypes.h
   trunk/blender/source/gameengine/Physics/common/PHY_IMotionState.h
   trunk/blender/source/gameengine/Physics/common/PHY_IPhysicsController.h
   trunk/blender/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
   trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
   trunk/blender/source/gameengine/Rasterizer/RAS_FramingManager.h
   trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.h
   trunk/blender/source/gameengine/SceneGraph/SG_BBox.cpp
   trunk/blender/source/gameengine/SceneGraph/SG_BBox.h
   trunk/blender/source/gameengine/SceneGraph/SG_IObject.cpp
   trunk/blender/source/gameengine/SceneGraph/SG_IObject.h
   trunk/blender/source/gameengine/SceneGraph/SG_Node.cpp
   trunk/blender/source/gameengine/SceneGraph/SG_Node.h
   trunk/blender/source/gameengine/SceneGraph/SG_ParentRelation.h
   trunk/blender/source/gameengine/SceneGraph/SG_Spatial.cpp
   trunk/blender/source/gameengine/SceneGraph/SG_Spatial.h

Added Paths:
-----------
   trunk/blender/source/gameengine/Physics/Bullet/CcdGraphicController.cpp
   trunk/blender/source/gameengine/Physics/Bullet/CcdGraphicController.h
   trunk/blender/source/gameengine/Physics/common/PHY_IController.cpp
   trunk/blender/source/gameengine/Physics/common/PHY_IController.h
   trunk/blender/source/gameengine/Physics/common/PHY_IGraphicController.cpp
   trunk/blender/source/gameengine/Physics/common/PHY_IGraphicController.h

(...)
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