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Firstly (from your email) I'm glad you got the VBO stuff working. Is it faster to render than before? I still intend to improve the PolyVox OpenGL example so after that you might see other ways you can improve your code.
Thanks first for suggesting this idea. Yes it is faster than before (I am getting 310 Hz) , it is noticeable when loading 256 ^ 3 and modifying the volume. Tough I ran into a strange issue : after some modification , it gets a little slow. I think problem is with the way I implemented the idea : array of bools to keep track, I got to solve it.
Update : I think one reason for getting slow is that :
when I keep modifying the model ,the number of VBOs to be modified increases because my modification rate is higher the graphic loop rate.
Even though I used array of bools is used. It will be updated in high rate than in graphic loop.
As the number of VBO increases, it gets slow since I used 'glBufferSubData', this will make a lock in GPU while updating the new bufer.
http://www.gamedev.net/community/forums ... _id=227306Quote:
Secondly, remember I mentioned the approach of 'averaging' the normals? Well it turns out I already implemented that - I'd just forgotten where it was
I just haven't really exposed it to the end user so I will do that very soon.
Oh really ....it will help me to smooth model more. I am waiting to see the interesting results. I got it working now!
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I'm now back working on PolyVox properly and expect to change a lot of things. Many of the changes I make will break your code (e.g. I will be changing functions names, etc). Be sure to always keep a backup of your last working code before updating!
Sure ... please let me know what classes or files you change so that I can figure out if it affects my system. I try to use your library as an interface which means if any function that I access in Polyvox doesn't change its signature , then there will be of less issue.
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Can't you just do something like this when you copy your volume into the PolyVox one:
Oh God.... how come I missed it ... believe me I tried many possible ways..and I also had 'endians' problem.
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Ok, I have added two new gradient estimation methods
Is this what you meant by 'averaging normal'?
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Be sure to always keep a backup of your last working code before updating!
Please let me know the changes ! that would help me a lot.
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By the way, are you using the LinearVolume class?
No, actually I am using the function calls as in the OpenGL example.
I have one more thing to ask :
Do you think it is possible to render color for the surface vertex generated by PolyVox if assign color to the orginal voxels in the PolyVox volume ?
I have seen the example video that has colors in it.