Hi all,
I have some general queries about approaches to scene optimisation, if anyone would care to share their thoughts…
- Merging meshes.
a. I understand that the number of Geometries is as much (or more) of a contributing factor to overall speed as the amount of polygons/vertices, and that it is recommended to merge meshes which share the same textures. Is that right?
b. If a Geometry uses multiple textures, would it be more efficient to separate each the Geometry into multiple meshes for each different texture, and merge similarly-textured Geometries only, or is there no harm in using Geometries which have multiple textures?
c. If meshes are merged, they become larger, and therefore will not be culled as often because more parts of the mesh will remain within the camera frustum. Should I be aiming for small “clumps” of merged meshes to preserve culling of unseen faces, or should I just merge as much as possible and give no thought to the size of the meshes in my scene. Or something in between? Is there a good rule-of-thumb to use?
- Submeshes & nodes on the Scene Graph.
a. On export from Blender, each Geometry is buried 3 levels beneath a node. Does this have a significant impact on speed? The only solution I can see (other than re-writing the Ogre export script) would be to export, then import into the JME3 scene editor and manually move the meshes out of their parent nodes. I am reluctant to do this if there is little gain, as this is a huge overhead, and it would mean I lose the ability to make changes in Blender, and import directly into my JME3 project. So, is it worth the effort, or do nested Nodes have little impact on overall speed?
- I know I could do test cases for all of these scenarios, but I thought I’d put the questions out to the brains trust before embarking on the lengthy process of cutting and pasting my scene a dozen times.
Thanks in advance for any hints,
Jon.