Dad72 Posted February 19, 2015 Share Posted February 19, 2015 Hello, 1) I feel that there is a problem of calculation in the statistic. For example, I have a character who has 25 total bones and Babylon into account me 42 bones (almost double). this is not normal. 2) And draw calls. how it is calculated? For example my ground 36 draw calls. This is because of Octree? For that to me, a field = 1 draw call, right? 3) And something else. you can not disable the sprites in the debug layer. I see textures, but it disable anything. Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted February 19, 2015 Share Posted February 19, 2015 Hello For the almost double, have you activated shadows for example ? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 19, 2015 Author Share Posted February 19, 2015 No activated shadows. but It is bone. shadows are not counted as bone. My character has 25 bones to create, why Babylon into account 42? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2015 Share Posted February 19, 2015 IF there is a shadow, bones will be send twice (for the shadow map and for the normal rendering) so they will be counted twice Draw call: this is basically how many time we call WebGL.drawPrimitives Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2015 Share Posted February 19, 2015 For sprites this is a good idea< i'll add it to my backlog Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 19, 2015 Author Share Posted February 19, 2015 Yes but I have no shadow enable for bones to count. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2015 Share Posted February 19, 2015 can you share the scene somewhere? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 19, 2015 Author Share Posted February 19, 2015 This is not a small scene. This is a project of more than 130 MB with a database. You need a registration and connection. But I can you send the models that the 25 bones for you to check? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2015 Share Posted February 19, 2015 To get bones count, I go through the collections of skeletons on your scene. Can you check that scene.skeletons contains only one skeleton? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 19, 2015 Author Share Posted February 19, 2015 atchoum... I do not know what to think. Here's what that says babylon and 3ds Max says : Moi je voie 24 os dans 3ds max. pas 58 comme dit dans l'array du log ou 42 comme dit dans le debugLayer. ca me parait étrange en faites. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2015 Share Posted February 19, 2015 So you have more than one skeleton Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 19, 2015 Author Share Posted February 19, 2015 In 3ds max, this tells me that I have that one and I select 25 bones (the totality of what is available.) (see image) why babylon has 2 skeleton, where it is? I can not understand:. So either it's 3ds max has twists, or it's babylon but there is a problem somewhere. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 20, 2015 Author Share Posted February 20, 2015 3ds max me dit que j'ai que un squelette : Le maillage + un skeleton (pas 2) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 20, 2015 Share Posted February 20, 2015 I have no clue. i checked the file you send me in PM and the .babylon file contains only one skeleton with 21 active bones Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 20, 2015 Author Share Posted February 20, 2015 I feel that it is linked to the use of Octree I use for dynamic mesh (maybe) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 20, 2015 Author Share Posted February 20, 2015 It's really strange, on my other project, although I have only one skeleton and it says 21 bones in the log. but in the debug layer ca said 42. Problème trouverit is because I use that the viewport, so my character is on scene and the minimap, so calculated is double.I wonder if the performance problem would not bind to the use of viewport is calculated 2 times. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 20, 2015 Share Posted February 20, 2015 Problem fixed. Now activeBones is computed correctly Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 20, 2015 Author Share Posted February 20, 2015 Yes, problem fixed. I am 21 bones now when my character moves and 0 when it does not move. Thanks DK Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2015 Author Share Posted March 2, 2015 Hi DK, I just saw again problem on statistics. (V 2.1) The calculated draw call no longer works. Active bones, also. Total vertices and Active vertices also not works. Also on the debugLayer. would you do it not possible to have an id or class on the button to avoid it is by our own css formatting. for this is what I have. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2015 Share Posted March 2, 2015 Hey! I added a "debugLayerButton" class for buttons This bug will be fixed for the next push Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2015 Author Share Posted March 2, 2015 Yes, fixe. I just see one another. when you click on the button Dump rendertargets the output image is all white. May be a history of the use of multi camera .... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2015 Share Posted March 2, 2015 What kind of rendertarget do you have on your scene? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2015 Author Share Posted March 2, 2015 This is what the rendertargets? these are the models on the scene? I do not know what a render target. that's why I click the button to see what it was and realize that I have a white image. But on my scene, I have a terrain and mesh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2015 Share Posted March 2, 2015 No shadows? This button dumps all render target texture (mirrors, shadows, etc..) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 2, 2015 Author Share Posted March 2, 2015 No no shadows. but I use the water shader of your example:http://blogs.msdn.com/b/eternalcoding/archive/2013/08/06/babylon-js-creating-a-convincing-world-for-your-game-with-custom-shaders-height-maps-and-skyboxes.aspx Quote Link to comment Share on other sites More sharing options...
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