Siavash wrote:
Looks interesting. Do you mind posting some information about target hardware horse power? And which part of engine is slow?
Mininum hardware requirements : iPhone 3GS+, and iPad 1+.
Posteffects(radial motion blur, glow, coloring, vignette) are enabled on iPad2+, iPhone4s+.
On iOS textures are compressed to pvrtc.
On android es2+ devices are supported. Currently posteffects are disabled, but we may try to support them. (maybe autoenable based on some benchmark at startup)
On android textures are compressed to etc1. Textures with alpha are in rgba8.
We optimized culling and material setup on h3d based on profiling in XCode.
In our pipeline there are separate opaque,alphatest,alphablend render commands. In svn trunk h3d culls the whole scene 3 times, we culls only once, then sorts the queue for each command.
We are using pipeline pipeline stage material, trunk h3d sets uniforms/samplers two times in this case, we modified it to set only once.
I think these optimizations are worth implementing in the official horde3d, but our implementation is still somewhat messy.
more info about changes:
http://horde3d.org/forums/viewtopic.php?f=8&t=1737