The current state of the model loading is able to display and load *.obj files only but the structure is 100% enabled for bone animated models. A model i neheb i nothing more than a container of Renderables that have a weak connection with each other, this renderables are then put in whatever layer its needed in and is almost completely indepenent of its owner. This leads to some very nice functionality regarding culling, performance and bone animations.



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* Since each renderable is culled separately we can treat any model the same as the terrain for example in both culling and displaying.

* Usually a single model consist of many subsets that will make use of different shaders / textures for each, if we were to render 100x of this model and switch renderstate three times for each model we end up with 300 renderstate changes, not good. In neheb a model a just a collection of renderables that is rendered completely independent of the other renderables that make up a model, in this way we can sort all renderables by its material and achieve only 3 renderstate changes compared to 300.

* The bone animations comes easy since each model instance carries the current animation state of its model and each bone in the model can be a a separate Renderable.

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  • Posted: 2009-10-10

to be implemented..

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