Billboard Clouds
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The grid plane selector is mostly complete and functional, the billboard cloud generator can be used and seems to be very stable
What its needed is a performance benchmark to determine the optimizable parts, but specially what can be added is a custom memory allocator (a mem pool) to speed up the process
The texture packer can be improved to produce better texture space usage
But what its mostly needed is a demo to showcase it
What its needed is a performance benchmark to determine the optimizable parts, but specially what can be added is a custom memory allocator (a mem pool) to speed up the process
The texture packer can be improved to produce better texture space usage
But what its mostly needed is a demo to showcase it
Last edited by Lioric on Fri Oct 06, 2006 12:00 am, edited 1 time in total.
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It has all the status report you need.
SoC is over:
http://www.ogre3d.org/index.php?option= ... 4&Itemid=2
By visiting the Billboard Clouds project page @ the Ogre Wiki, and by reading the previous replies to this topic, the state of the project should become apparent.
You want to lend a helping hand?
SoC is over:
http://www.ogre3d.org/index.php?option= ... 4&Itemid=2
By visiting the Billboard Clouds project page @ the Ogre Wiki, and by reading the previous replies to this topic, the state of the project should become apparent.
You want to lend a helping hand?

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- Gremlin
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Is it really that hard to read a couple posts back?
And click the link?
Like here?
And click the link?
If the link to the SoC projects is pointing into the void, maybe it would easy enough to find it on the wiki?swx wrote:I'm sorry I haven't been able to commit any updates lately. I've been really busy with my studies, and it will get even worse the next few months, but I'll try to make some time for improving the generator.
Like here?
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Well Jacmoe, I guess I was looking forward to hearing from the author (swx) on this. I don't mean to imply that I am in the dark about the project, it is just a polite way of asking if it's still being worked on and for any additional information.
It seems from your tone, that you think I'm giving the author a hard time so I want to make it clear that I am just interested in how the project has progressed since Oct 15. No offense intended.
It seems from your tone, that you think I'm giving the author a hard time so I want to make it clear that I am just interested in how the project has progressed since Oct 15. No offense intended.

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Nah. Sorry for being cranky.
I guess I somehow managed to connect your and jsommers' post. Nothing wrong in showing your interest in the project!
I am looking forward to using this myself!
I guess I somehow managed to connect your and jsommers' post. Nothing wrong in showing your interest in the project!
I am looking forward to using this myself!

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[EDIT]swx:[/EDIT]
I had a look on your texture packing algorithm.
I think saw something that can cause a performance hit.
You try to build the packed texture multiple times, each time a quarter of the previous size so you will find the smallest fitting texture for all the sub textures.
Each time you don't only calculate the position of each sub texture but also copy it to the distension texture.
So there are cases where you copy more then once the actual content of each sub texture.
Shouldn't you copy only when you find the target size?
Am I missing something?
I had a look on your texture packing algorithm.
I think saw something that can cause a performance hit.
You try to build the packed texture multiple times, each time a quarter of the previous size so you will find the smallest fitting texture for all the sub textures.
Each time you don't only calculate the position of each sub texture but also copy it to the distension texture.
So there are cases where you copy more then once the actual content of each sub texture.
Shouldn't you copy only when you find the target size?
Am I missing something?
Last edited by Assaf Raman on Tue Nov 14, 2006 12:59 pm, edited 1 time in total.
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swx -> Billboard Clouds.
Crashy -> Crowds and Instancing.
Crashy -> Crowds and Instancing.
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Code: Select all
bc.textures[i] = createOgreTexture( *tex );
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I might get around trying to improve and make the billboard clouds compiler more stable soon
Lots and lots of courses and exams this spring though ( I really want to be able to do my thesis stuff this fall
)
I've done some wxWidgets programming lately, so I might be able to do some kind of GUI program for making and viewing the billboard clouds, sure would beat working with the command line
I've also upgraded my cpu to a dual core now, so perhaps I will try to make it multithreaded to reduce the build times.


I've done some wxWidgets programming lately, so I might be able to do some kind of GUI program for making and viewing the billboard clouds, sure would beat working with the command line

I've also upgraded my cpu to a dual core now, so perhaps I will try to make it multithreaded to reduce the build times.
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I'm very impressed by this work and we plan to use it when it will be completed.
I tested the export and it generated this:

I used the Assaf Raman's model on page 3.
I didn't modify any parameter in the export, i was impressed to get something. I ended with two textures of 64mb.
I'd be interested to see what you get when you get something correct.
I tested the export and it generated this:

I used the Assaf Raman's model on page 3.
I didn't modify any parameter in the export, i was impressed to get something. I ended with two textures of 64mb.
I'd be interested to see what you get when you get something correct.
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Anyone have thoughts on how well billboard clouds are suited for StaticGeometry batching?
It seems a huge problems that all the billboard textures are unique.. Billboard clouds are very poor at sharing textures, which is kinda required for batching, right?
I guess you can create one large texture for each cloud, which would help a bit. Then all trees instances of the same model (billboard cloud) could at least be batched together.
It seems a huge problems that all the billboard textures are unique.. Billboard clouds are very poor at sharing textures, which is kinda required for batching, right?
I guess you can create one large texture for each cloud, which would help a bit. Then all trees instances of the same model (billboard cloud) could at least be batched together.