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analogi

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Thursday, July 15, 2004

#FOG: tackle fps

yesterday, when coming back from lab. i keep thinking about the this fps thing. so i decided to limit the billboards. and the ideas goes ... the programs will checks how many billboards being drawn currently. then, if the number of billbords exceed a value, for instance 100. it will divided the fog volume into 2. the front divided volume will remain, the second divided volume will be erase and will be replace by one billboard that had a different texture with the opacity of almost 100%. so, logicly it will increase the fps, is it right? for the movement of the camera, it will check in some distance if it near to the second divided volume. if yes, then it will be draw. mmm ... how about the camera turn back to the first divided volume? what will happen? or only if it (camera) far away from the first divided volume? mmm ... much to thing hah! how about clearing buffer? how i suppost to do this? lots of works to do man!!!

buffer: setahu dalam opengl punya konteks, ia adalah pixel2 yang dilukis dalam persekitaran tu sendiri ... buffer pegang nilai depth, color dan macam2 ... adakah aku kena clearkan depth, clearkan color utk naikkan fps, who knows ... lotS and lots of works to be consider!

and about the perlin noise, i notice that this perlin guys had produced lots of new interesting techniques. kebanyakannya tak membebankan komputer lah. his prefer to use noise func to create cloud, smoke or other gaseous objects. back to the perlin noise, i still thinking how to integrate that into my project. should i generated it inside the program or outside and then import it into my program.

last night, again meeting with the supervisor. ok. but macam mana dekat komputer dia gambar/tekstur aku pecah2. bengang betul macam ni. adakah aku clamp gambar kecik kepada quad yang terlalu besar? so, nak kena buat besar lagi ker. yang aku guna ni pun saiz 400px X 400px. enough la!

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