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unread,Oct 12, 2009, 5:02:38 PM10/12/09Sign in to reply to author
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to PYGGEL-dev
I've been working a lot on speeding up things in PYGGEL.
One thing being added is extensive usage of VBO's - and converting
things to that.
I have just finished up a new font class, which is *much* faster, both
at rendering and changing text, than the other font classes.
Also, it reconciles the 2d and 3d image generation into a single Font
class and only minor differences in the text objects.
There are some tradeoffs with it though - one thing to note is that
now you can set the color of each single character better than
previous objects (though that is still possible with MEFonts I
believe) - but embedded smileys will not work with the new class(es).
Also, I integrated the gui to make use of the new font - unfortunately
it is far slower (like 50 fps vs 150 before) - and it is buggy.
I have for now removed the old font classes.
But, the primary problem with them was that there was a mem-leak
involved when updating them.
I have now tracked that back to the underlying texture code and it has
been fixed - so they should work again.
I will try and remerge them back in, and revert the gui to use them.
Probably the 3d font will remain removed, since it is basically
worthless compared to the new one, which does everything the other
did.
Once that is all done I am going to continue work with the EXT module
- which basically will be for gathering the vert/color/normal/texture
data from objects (geometric or OBJ mesh) and returning them in a
format useful for VBO rendering.
Hopefully in this module also will be a level parser - so if you
create a world in Blender and output as OBJ, it will automatically
generate collision info and such...
On the horizon would be fixing animation, integrating ODE and other
speed things, like frustum culling and such.
Cheers all!