February 6, 2014 at 15:00 #258749
Remy Van Doosselaer
Box has swallowed an elephant.
I just did a test with the same result, so no elephants involved ;-)February 6, 2014 at 15:02 #258750+1
@remy_vd / Remy Van Doosselaer
the statistics probably? must be renderd as well.February 6, 2014 at 17:40 #258756
57pParticipantFebruary 6, 2014 at 17:50 #258757
Wouldn’t that only be 1 more object and 4 more verts though?
Nope, each letter in bitmaps is a quad with 4 vertices ^^February 6, 2014 at 19:18 #258759
Yeah, I think the stats text is 15 objects or so. As Haze says, each letter is 4 vertexex and two triangles.
14 lines of text and one quad background.
Given that you start with 476 tris, subtract 12 for the box: 464
Another 2 for stats background quad: 462
Divide by 14 lines: 33
And then by 2 to get quads: 16.5
…so rough guess is an average 16.5 characters per line. Which looks about right I guess.
There is one object I can’t account for so I’m not sure what that is.
Note: in a debugger you could look at the scene graph for rootNode and guiNode.February 6, 2014 at 19:39 #258763
All this time I thought it was rendered to a texture and put on a quad…February 6, 2014 at 20:15 #258769+1
All this time I thought it was rendered to a texture and put on a quad…
No, that would in fact be a lot more data to transfer per update and would require redrawing it per frame or semi-complicated logic to only redraw it when changed.
As it is now, the meshes are small and are only updated when the text changes for that particular BitmapText.February 7, 2014 at 06:02 #258836
Hi, this is something that is puzzling me:
You have 1 box rendered, that is: 8 vertices, 12 triangles and 1 object.
How come the count in the statistics view is not anything like that?
Probably shouldn’t post this here… but I wanted to mention this because at some point it will save you a ton of hair pulling trying to figure out what is wrong:
A cube (if you want sharp edges) is actually 24 verts, not 8.
If it was 8, the normals would be really messed up for 4 of the 6 sides…. or all sides if they were averaged.
Not important… I know… but just thought I’d mention it.February 7, 2014 at 08:02 #258841+3
The moon (Io in this case) is rendered off-screen and then composited into the sky using SkyControl. The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.February 7, 2014 at 08:08 #258843+1
The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.
You know that I have never noticed it in real life… but it kind of makes sense now when I think about it.
I blame light pollution. With 20 stars total visible during a night, hard to notice there is none of them behind a dark moon.February 7, 2014 at 08:18 #258844+1
The moon (Io in this case) is rendered off-screen and then composited into the sky using SkyControl. The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.
Very pretty. This is really turning out nice.
And yeah, the ‘see stars through the moon” thing is something that really bugs me about my current Mythruna implementation but I already have a plan to solve that a different way someday. It’s fun to hear people complain about it, though. Shows they are paying attention.February 7, 2014 at 09:07 #258847
1894pKeymasterFebruary 14, 2014 at 04:26 #260135+4
I’m proud of these screenshots.
On the next picture you can see the smoke coming out of the exhaust.
This is pretty much the final version of the game, so constructive criticism is welcome. Or required.
Please also give me your opinion as a gamer.
Also, @pspeed how well am I doing with the lighting on my game?
Please disregard the Heads Up Display (HUD). I haven’t worked on it so it’s hard to see, and has typos, I know. Again, I haven’t worked on it for a while.February 14, 2014 at 04:55 #260137
Wow… looks really nice!February 14, 2014 at 05:02 #260138
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