When should I buildedgelist()? Topic is solved

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soft_fur_dragon
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When should I buildedgelist()?

Post by soft_fur_dragon »

Ogre Version: 1.12.12
Operating System: Windows 10
Render System: DirectX 11

In my game I have to build many landscape meshes on a fly. Somewhere I found that I should also call buildedgelist on my mesh when I'm done with generation. But it takes a lot of time. Here are time intervals between some points in my mesh generation code:

Code: Select all

[0] 110700 nanoseconds
[1] 5000 nanoseconds
[2] 1806000 nanoseconds
[3] 501400 nanoseconds
[4] 2569100 nanoseconds
[5] 58689000 nanoseconds <-- this is where I call buildedgelist()
And as you can see, it takes most part of execution time. And therefore I have a question: when exactly this function is needed? I am aware that it's required for shadows, but only for stencil. I had depth shadows and now I'm moving on deferred render. And I would like to exclude this function from my algorithm :D
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dark_sylinc
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Re: When should I buildedgelist()?

Post by dark_sylinc »

It's needed by stencil shadows. If you don't use stencil shadows, then 99.9% certain you don't need it at all (the other 0.1% is the rare case you would find useful knowing the list of all the edges of a mesh... for some reason)
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soft_fur_dragon
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Re: When should I buildedgelist()?

Post by soft_fur_dragon »

Ok. If so, then I may be calm :D . Thanks!
rpgplayerrobin
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Re: When should I buildedgelist()?

Post by rpgplayerrobin »

Didn't I already cover this at viewtopic.php?f=2&t=96486? :lol:
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