Horde3D

Next-Generation Graphics Engine
It is currently 22.11.2024, 06:05

All times are UTC + 1 hour




Post new topic Reply to topic  [ 5 posts ] 
Author Message
PostPosted: 21.11.2008, 04:47 
Offline

Joined: 21.11.2008, 04:06
Posts: 6
(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.


Attachments:
File comment: Apply in trunk with: "patch -p0 < horde3d-blender-exporter-performance-patch2" after unzipping
patch2.zip [1.32 KiB]
Downloaded 688 times


Last edited by hayasaka on 21.11.2008, 22:32, edited 1 time in total.
Top
 Profile  
Reply with quote  
PostPosted: 21.11.2008, 09:05 
Offline
Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Big thanks for the patch, I will integrate it later this day.


Top
 Profile  
Reply with quote  
PostPosted: 21.11.2008, 19:53 
Offline
Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
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.


Attachments:
Lamp.zip [159.45 KiB]
Downloaded 688 times
Top
 Profile  
Reply with quote  
PostPosted: 21.11.2008, 22:35 
Offline

Joined: 21.11.2008, 04:06
Posts: 6
Oops I made a stupid mistake. Please try newly uploaded patch (attached on the original post). It is now able to produce identical geom.


Top
 Profile  
Reply with quote  
PostPosted: 21.11.2008, 23:11 
Offline
Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
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!


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 11 guests


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 post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group