Horde3D

Next-Generation Graphics Engine
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 Post subject: DJ's questions :-)
PostPosted: 24.09.2016, 10:05 
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Joined: 26.09.2015, 22:37
Posts: 8
Location: germany
(again: sorry about my bad english)

In my own old fixed pipeline renderengine I render cars (without shadows).

My OpenGL 1.x car rendering youtube: https://www.youtube.com/watch?v=WVShauw1pHA

500 cars as OpenGL lists youtube: https://www.youtube.com/watch?v=aJvW320mdZg

I used precompiled OpenGL lists so the geometries are stored in fast GPU memory and it works with old PC's with OpenGL 1.x

Every car has two textures one for the car body and one for the wheels and some different materials.

One material with transparency for the windows and glass of the lights (texture 1)

One glossy textured with static envrionment mapping (outside of car texture 1)

One textured solid for the interior (inside the car texture 1)

One textured solid for the wheels (texture 2)

In Horde 3D
I can store many meshes from one car model via batchStart/End and verRStart/End in one geo file right ?
I can set only one material per mesh right ?
I can set only a transformation matrix (dynamical per frame) for a scene node not for a model right ?

So I must convert my current own binary models as Horde 3D content like this is it right ?

Thank you.

Joshy

Example one car the parent node with 4 wheels as child nodes .
file: "bmw.parent.scenel.xml"
Code:
<Model name="BMW_body" geometry="models/cars/bmw.geo">
  <Mesh name="chassi"   material="models/cars/bmw/chassi.material.xml"   batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
  <Mesh name="glasses"    material="models/cars/bmw/glass.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
  <Mesh name="interior" material="models/cars/bmw/interior.material.xml" batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
  <Mesh name="lights"    material="models/cars/bmw/light.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
</Model>
file: "bmw.child_frontleft_wheel.scenel.xml"
Code:
<Model name="BMW_frontleft_wheel" geometry="models/cars/bmw.geo">
  <Mesh name="frontleft_wheel" material="models/cars/bmw/wheel.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
</Model>
file: "bmw.child_frontright_wheel.scenel.xml"
Code:
<Model name="BMW_frontright_wheel" geometry="models/cars/bmw.geo">
  <Mesh name="frontright_wheel" material="models/cars/bmw/wheel.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
</Model>
file: "bmw.child_rearleft_wheel.scenel.xml"
Code:
<Model name="BMW_rearleft_wheel" geometry="models/cars/bmw.geo">
  <Mesh name="rearleft_wheel" material="models/cars/bmw/wheel.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
</Model>
file: "bmw.child_rearright_wheel.scenel.xml"
Code:
<Model name="BMW_rearright_wheel" geometry="models/cars/bmw.geo">
  <Mesh name="rearright_wheel" material="models/cars/bmw/wheel.material.xml"    batchStart="XX" batchCount="XX" vertRStart="XX" vertREnd="XX" />
</Model>


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 Post subject: Re: DJ's questions :-)
PostPosted: 24.09.2016, 10:38 
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Joined: 26.09.2015, 22:37
Posts: 8
Location: germany
Or is it better to use only one geo file per node (car and wheels) and use batchStart/End and vertRStart/End for different LOD levels ?

Sorry if it's stupid but currently I'm little bit confused and unsure because Horde 3D content and render pipeline are new for me.

Joshy


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 Post subject: Re: DJ's questions :-)
PostPosted: 24.09.2016, 13:34 
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Joined: 17.11.2009, 17:00
Posts: 165
Location: Russia, Moscow
You should probably store one car per geometry file. So, one model will contain all car parts and all lods.
Yes, one material per mesh. As far as I remember, you can set trans matrix for model scene node, and all its meshes will recalculate their position.


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