dev.gamez.lv Forum Index dev.gamez.lv
Latvian Game Developers Community
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups 

batch batch batch

 
dev.gamez.lv Forum Index -> Microsoft DirectX
View previous topic :: View next topic  
Author Message
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Sun Dec 04, 2005 1:48 pm    Post subject: batch batch batch

Ka isti realizeet batchoshanu? Ja man, teiksim, ir vertex un index buffers un es gribu ar vienu DrawPrimitive izsauksanu uzzimeet tos objektus, kuriem tas ipasibas (textura, materials utt) ir vienadas. A man tie "vienadie" objekti atrodas dazaadaas bufera vietaas un savaa starpaa nav saistiti, tad es nemaz nevaru ar vienu saucienu vinjus uzzimeet lai kaa arii gribetu. Man ir japaarkarto indexbufers taa lai tie objekti atrodas blakus vai kaa?
Back to top
View user's profile
dev



Joined: 27 Jul 2004
Posts: 206
Location: Latvija

PostPosted: Sun Dec 04, 2005 2:33 pm    Post subject:

Nu ja tie ir dazhaadi objekti tad ziimee vinjus katru savaa batchaa.
Back to top
View user's profile Visit poster's website MSN Messenger
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Sun Dec 04, 2005 4:00 pm    Post subject:

??
Back to top
View user's profile
Vecais_Dumais_Laacis
Guru
Guru


Joined: 29 Jan 2004
Posts: 800

PostPosted: Mon Dec 05, 2005 10:08 am    Post subject:

nu izsauc drawprimitive vairaakas reizes (katram objektam mainot index/vertex buffera offsetu) - aatrumu tu ieguusi ar to ka nevajadzees izsaukt setvertex/indexbuffer pirms katra drawprimitivecalla.
_________________
...un ja bites buutu laachi...
Back to top
View user's profile
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Mon Dec 05, 2005 10:27 pm    Post subject:

Da ne to es prasu. es zinu no ka iegustas atrms es prasiju vai japarkarto index buffers. ai labi forget it. iesu gamedev.net
Back to top
View user's profile
Vecais_Dumais_Laacis
Guru
Guru


Joined: 29 Jan 2004
Posts: 800

PostPosted: Tue Dec 06, 2005 12:28 am    Post subject:

ja tev vinji ir statiski tad paarkaarto - bet ja katraa freimaa paarkaartosi tad nav jeegas no batcha (baisi aatrumu zaudeesi jo bufferu redigjeeshana ir leena)
_________________
...un ja bites buutu laachi...
Back to top
View user's profile
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Tue Dec 06, 2005 8:10 pm    Post subject:

Tur jau tas pieduuriens, ka objekti statiski, bet redzamo objektu (ieksh viewing frustum) index bufers jau mainaas katraa kadraa. Gamedevn.net vairaki cilveki sito ir uzdevusi, bet nekur tadu labu atbildi nesmu redzejis. Sito es jau labu laiku nevaru atkost
Back to top
View user's profile
gazz



Joined: 03 Jan 2004
Posts: 355
Location: Teika

PostPosted: Tue Dec 06, 2005 8:41 pm    Post subject:

kaa jau vdl saka. katraa freimaa paarkaartot index vai vertex bufferi nevaidzeetu. Es pastaastiishu kaa es ko liidziigu dabuuju gatavu! Man bija statiskos vertex/index buferos objekts ar vairaakiem materiaaliem/tekstuuraam. Ko es dariiju - pie ielaades es index bufferu veidoju lai man buutu piemeeram face[0] - face[10] ar tekstuuru 1, face[11] - face[15] ar tekstuuru 2 utt. Tad es papildus listaa ObjectRenderQueue saglabaaju objektus ar struktuuru:
Code:

struct TexFaces {
   int startIndex, numFaces;
   int textureIndex;
   int materialIndex;
   float opacity;
};

Peec tam es to listu vienkaarshi sasorteeju kaa man nepiecieshams ar stl::sort (manaa gadiijumaa - vispirms aizmetu uz beigaam caurspiidiigos primitiivus, tad peec materiaala un peec tam peec tekstuuras). Rezultaataa katram TexFaces objektam sanaak viena DrawIndexedPrimitive izsaukshana. Bet tekstuuras un materiaals tiek uzstaadiits tikai ja naakamais TexFaces ir ar citu tekstuuru/materiaali(tapeec mees sorteejaam). Liidziigi var arii veidot octree/quadtree kaa arii no segmentiem veidotu scene manageru. Nezinu cik paliidzeeju, bet izskaidroju kaa es sapratu jautaajumu. Ja ne - tad luudzu paskaidro veel siikaak!
Back to top
View user's profile Send e-mail
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Tue Dec 06, 2005 9:16 pm    Post subject:

Ja, paldies, to ari vaicaaju. kautkaa lidzigi biju iedomajies. Tikai man ir jautajums, ka tu zini kadu nobiidi likt katraa drawprimitive izsauksanaa? Un tad sanaak , ka bachoshana efektiivi der tikai statiskiem buferiem?
Back to top
View user's profile
gazz



Joined: 03 Jan 2004
Posts: 355
Location: Teika

PostPosted: Tue Dec 06, 2005 9:22 pm    Post subject:

es izmantoju prieksh statiskiem. lietojot dinamiskus buferus vienkaarshaak buus jau veidot vinjus peec iespeejas efektiivaakus, un ja nepiecieshams, kaadeelj gan tas pats princips neattiektos uz vinjiem. jebkas dinamisks buus leenaaks par statisku ;)

PS. par nobiidi - indeksiem startIndex, vertexiem - lieku 0, jo indeksi man ir visam vertex buferim nevis no noteikta offseta
Back to top
View user's profile Send e-mail
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Tue Dec 06, 2005 10:21 pm    Post subject:

Ne, es biju domajis, kas ir taa nodiibe, lidz kurai tu zimee viena sauciena laikaa? Pseidokoda runajot DrawIndexPrimitive(KoZimee, NoKuraIndex, CikDaudzZimeet). Man intresee tiesi tresasi parametrs, jo tava strukturaa vinja nav.
Back to top
View user's profile
gazz



Joined: 03 Jan 2004
Posts: 355
Location: Teika

PostPosted: Tue Dec 06, 2005 11:31 pm    Post subject:

aa - ok, pamekleeshu vecajos sourchos - iisteniibaa varu aizsuutiit tev kaa es to implementeeju, bet man shkjiet ka es uzstaadiiju visu vertex buferi
Code:
HRESULT DrawIndexedPrimitive(          D3DPRIMITIVETYPE Type,
    INT BaseVertexIndex,
    UINT MinIndex,
    UINT NumVertices,
    UINT StartIndex,
    UINT PrimitiveCount
);

kur BaseVertexIndex = 0, MinIndex = 0, NumVertices = cik taas vertices ir vertex buferii, StartIndex = no struktuuras un PrimitiveCount = no struktuuras.
Back to top
View user's profile Send e-mail
savage



Joined: 19 Aug 2005
Posts: 31
Location: Riga,LV

PostPosted: Wed Dec 07, 2005 7:53 pm    Post subject:

Ja atsuuti, ludzu, ja vari uz profilaa noraadito adresi kautvai fragmentinjus.
Back to top
View user's profile
Display posts from previous:   
dev.gamez.lv Forum Index -> Microsoft DirectX All times are GMT + 2 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group