How to reduce CPU work for non visible (or disable) objects …?

May 25, 2012 at 8:14am

How to reduce CPU work for non visible (or disable) objects …?

Hi you,

imagine my 3D world rendered with jit.gl
a lot of objects in this HUGE 3D virtual space

Should I handle by myself which require to be processed because it is visible or not, or does the system handles it by itself ?

I’d probably have to handle this on my own for the sound generation so, I could also include a routine to disable or remove temporary this or that object from the openGL rendering context because I’m far from it.

Any leads ?

#58731
May 25, 2012 at 8:23am

You can unactive a 3D objet with enable 0 attribute. put a gate that bypass signal trought object.
You can also put a gate on the qmetro input of 3D object chain.

Maybe you can enabled gate if your camera is in certain position?

#211120
May 25, 2012 at 8:44am

hi benjamin,
thanks for your answer.

in my case, I’m instantiating my objects with Java/JS
so I’d have to make a routine running each time I’m changing my cam view (rotating or movement) in order to check the distance between the cam & all objects (optimization using a grid possible) and to disable/enable objects..

I guess it could work

#211121
May 25, 2012 at 9:39am

Hi Julien,

I think this is exactly what Tarik was doing with Versum, maybe ask him?

#211122
May 25, 2012 at 9:42am

THE Tarik is maxi busy.
I met him in Leicester but I wasn’t as advanced in my project (at this time it was an iOS project only, now the iOS part would be my space navigator only :D)

But you all answered here: I have to handle this in my code/architecture :)

#211123
May 25, 2012 at 10:48pm

max GUI objects will still be processed also when not visible, and from what i know all jitter
objects do the same.

even if there are exceptions, i would for design reasons always go and implement custom
enable/disable stuff in my app.

-110

#211124
May 25, 2012 at 10:51pm

I did it.
each time I move the cam, distances are calculated (that part would be improved with some grid neighborhood optimization) and beyond one limit, the OB3D is disabled.

#211125

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