[Uni-verse] Audio demo situation?

Emil Brink emil at obsession.se
Wed Nov 15 09:37:02 CET 2006


Mattias Claesson wrote:
>> 2) What about sharing geometry? Browsing the node list in Connector, I saw
>>     at least six identical-looking (to me) chairs. Are they distinct objects
>>     in Max too? I would hope they could be expressed by linking to a single
>>     chair geometry, from a number of object nodes. Any comment, Slas?
> 
> All the objects have separate geometry in Max, and unfortunately the plugin
> can't handle shared geometry completely yet.

I see. Too bad, but if we get a new generation of the scene that is less
complex all over, that might not be such a big issue anyway. Not that it
is even with the current scene; I get pretty decent performance in Connector
now, once Eskil told me what to modify in the code to get it to run at all.

For the interested: there seems to be issues with the global illumination
algorithms, that manifest when running on the test scene. The fix is to
simply disable it, which also seems to cure the tendency of run-away memory
consumption.

To do this, edit the p_render_to_texture.c C file, and make sure the
function p_init_render_to_texture() never sets the fbo_suported (sic)
variable to TRUE. My preferred way is to add a "0 &&" to the start of
the if() condition, that simply causes it never to run.

With this change done (and Persuade+Connector rebuilt, of course), it runs
nicely enough, and we spent some time yesterday testing how to light it to
get good shadow performance. I hope Mattias passed the results of that back
to minus plus.

Currently, I haven't been able to run Quel Solaar though, only Connector
works ... I need to look into that more.

Regards,

/Emil



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