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Blender exporter performance patch http://horde3d.org/forums/viewtopic.php?f=3&t=563 |
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Author: | hayasaka [ 21.11.2008, 04:47 ] | ||
Post subject: | Blender exporter performance patch | ||
(21.11.2008, 22:30 UTC+1: replaced the patch with a new one) This exporter patch will fix 3 things: 1. Speeding things up (50 times faster for 35000 quads model) by keeping tracks of reverse mapping of TriGroup#posIndexToVertices. 2. Bone weights were normalized only for numverts >4 polygons, but now with this patch, weights are normalized for all polygons. This behavior is more close to Blender's one. This also prevents weight could be >1.0 which does not fit with Horde3D's implementation. 3. Converter#__AdditionalJointMat is now properly initialized.
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Author: | Volker [ 21.11.2008, 09:05 ] |
Post subject: | Re: Blender exporter performance patch |
Big thanks for the patch, I will integrate it later this day. |
Author: | Volker [ 21.11.2008, 19:53 ] | ||
Post subject: | Re: Blender exporter performance patch | ||
I tried the patch. It is indeed very fast now. Unfortunately it seems to introduce some errors. I tried it with the attached model. The original exporter seem to export it correctly with 35293 vertices. With your patch applied it exported 48359 vertices and imported in the editor it showed some strange additional faces. Could you try to find the problem. It would be really great to have a much faster exporter.
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Author: | hayasaka [ 21.11.2008, 22:35 ] |
Post subject: | Re: Blender exporter performance patch |
Oops I made a stupid mistake. Please try newly uploaded patch (attached on the original post). It is now able to produce identical geom. |
Author: | Volker [ 21.11.2008, 23:11 ] |
Post subject: | Re: Blender exporter performance patch |
Thanks a lot. I had some problems applying the second patch using tortoise, but I hope I have applied it correctly manually. At least it looks promising,... and it's really a lot faster than before! Thanks again! |
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