Search the Community
Showing results for tags 'fing dog'.
-
I have been generating in-line JS code for my geometry from Blender, and running it from my local machine (fast and has 32 bit indexes). It did not feel like it was near fast enough. A mere 242k worth of positions / normals / uvs / indices / sk weight / sk indices was taking 1.9 seconds. This is across 6 meshes, though this one is the biggest by far, and all others are children. ( I backed down the influencers to 4 to avoid extra weights & indices, but did not help): num positions : 13656 num normals : 13656 num uvs : 27312 num uvs2 : 0 num colors : 0 num indices : 65832 Skeleton stats: WARNING: Maximum # of influencers exceeded for 897 vertices, extras ignored Total Influencers: 24129 Avg # of influencers per vertex: 1.7669 Highest # of influencers observed: 6, num vertices with this: 36 exported as 4 influencers num skeletonWeights and skeletonIndices: 54624 Since I am generating source code, it is not quite as pesky to put in a massing amount of timings / loggings. I thought it was going to show everything was just sluggish & nothing you could do about it, but I was fuckin' wrong!!!!!! Here are the 5 child messes. They are basically nothing, but indexes are taking up an undo amount of that nothing: positions: 0.007 secs indexes: 0.036 secs normals: 0.001 secs uvs: 0.000 secs sk weights: 0.001 secs sk ixds: 0.000 secs defined mesh: Jogger.Female_runner_Shoes06 completed: 0.06, geometry: 0.05 secs positions: 0.001 secs indexes: 0.005 secs normals: 0.000 secs uvs: 0.000 secs sk weights: 0.000 secs sk ixds: 0.000 secs defined mesh: Jogger.Female_runner_Eyelashes02 completed: 0.01, geometry: 0.01 secs positions: 0.000 secs indexes: 0.003 secs normals: 0.000 secs uvs: 0.000 secs sk weights: 0.000 secs sk ixds: 0.000 secs defined mesh: Jogger.Female_runner_Eyebrow001 completed: 0.01, geometry: 0.01 secs positions: 0.001 secs indexes: 0.002 secs normals: 0.000 secs uvs: 0.000 secs sk weights: 0.000 secs sk ixds: 0.000 secs defined mesh: Jogger.Female_runner_Low_poly completed: 0.01, geometry: 0.01 secs positions: 0.006 secs indexes: 0.151 secs normals: 0.001 secs uvs: 0.001 secs sk weights: 0.001 secs sk ixds: 0.001 secs defined mesh: Jogger.Female_runner_Braid01 completed: 0.17, geometry: 0.17 secs The big mesh, stats shown above, took 1.573 of the 1.59 sec for geometry. FYI, total time for the parent mesh, 1.90, includes children & other overheadI did not break out). positions: 0.007 secs indexes: 1.573 secs normals: 0.003 secs uvs: 0.001 secs sk weights: 0.003 secs sk ixds: 0.002 secs defined mesh: Jogger completed: 1.90, geometry: 1.59 secs Texture Load delay: 2.60 secs Once I knew it indexes, I starting digging into the source code. I noticed you could also pass a Uint32, so I tried that. It cause a massive increase in time!!! positions: 0.009 secs indexes: 3.817 secs normals: 0.003 secs uvs: 0.001 secs sk weights: 0.003 secs sk ixds: 0.002 secs defined mesh: Jogger completed: 4.17, geometry: 3.84 secs I am done for the day, so this primarily a note myself to pick up tomorrow. I probably need to put tracking in Engine.createIndexBuffer itself to really isolate. @Deltakosh, any thoughts?