When working with the Jitter jit.gl.model into jit.gl.multiples objects, you may find your patch’s frame rate dropping to a standstill, depending on how many multiples you’ve specified.
A great little Forum posting
about this popped up recently that grabbed my attention - a way to get rid of vertices you don’t need in your model without changing its overall shape, which helps you get back to a respectable framerate.
With this sweet patcher put together by Greg Finger (and shared on the Forum
), most complex shapes will get an average vertex reduction of about 6 times, tested with the built in duck.dae model. Piping the model’s position matrix into jit.gl.multiple
, you’ll see a framerate of around 10fps. Using Greg’s reduction patch, I was able to get 30fps.
And the beauty of it all is that the rendered output looks exactly the same. Enjoy those performance gains!