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


    May 25 2012 | 8:14 am
    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 ?

    • May 25 2012 | 8:23 am
      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?
    • May 25 2012 | 8:44 am
      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
    • May 25 2012 | 9:39 am
      Hi Julien,
      I think this is exactly what Tarik was doing with Versum, maybe ask him?
    • May 25 2012 | 9:42 am
      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 :)
    • May 25 2012 | 10:48 pm
      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
    • May 25 2012 | 10:51 pm
      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.