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High poly thing

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  • R Offline
    remus
    last edited by 22 May 2008, 17:30

    What particular aspect of SU is it that makes it unable to handle models with lots of polys?

    http://remusrendering.wordpress.com/

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    • A Offline
      Anssi
      last edited by 22 May 2008, 18:21

      Inferencing - every edge must be kept track of. OpenGL limitations.

      I still remember the time when running Osnaps (basically the same thing) caused similar problems with AutoCad, especially in the 286 and 386 hardware of the time. Then Autodesk found a way to rewrite thr snapping, and it started to work like a breeze.

      Anssi

      securi adversus homines, securi adversus deos rem difficillimam adsecuti sunt, ut illis ne voto quidem opus esset

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      • G Offline
        Gaieus
        last edited by 23 May 2008, 05:51

        @anssi said:

        Inferencing - every edge must be kept track of. OpenGL limitations...

        Wow, I have never thought of that (still a newbie in the industry πŸ˜’ )!

        In this case, a simple toggle inferencing on/off with a shortcut key could bve indeed useful (at least while trying to orbit large models).

        Gai...

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        • R Offline
          remus
          last edited by 23 May 2008, 05:58

          Hmmm, thats interestign, like you gai id always thought it was just an inefficient method of drawing the geometry up that caused the problems, didnt think of the inferencing thing, although i suppose it makes sense as SU needs to find the end, mid and perpendicular of evey line on screen. Cheers for the quick answer anssi.

          http://remusrendering.wordpress.com/

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          • M Offline
            Mr S
            last edited by 23 May 2008, 08:44

            Would enabling SketchUp to fully utilise DirectX improve matters?

            I have noticed that when using 3D Studio MAX that choosing to use DirectX as opposed to the other graphic modes available including OpenGL, the feedback, screen detail and overall perfomance seems superior.
            I'm not a Microsoft fan boy by any means (see my other post complaing about animation codecs)and I understand people wanting to opt for "open source" software if possible.
            But if Microsofts solution is better I would want to take advantage of that fact.

            Does anybody know which is best?
            OpenGL or DirectX?

            Regards
            Mr S

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            • K Offline
              kwistenbiebel
              last edited by 23 May 2008, 10:37

              Direct X definitely.
              I don't know why OpenGL is still used. Probably to prevent riots from the Mac fanboys? πŸ˜„

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              • G Offline
                Gaieus
                last edited by 23 May 2008, 10:40

                @kwistenbiebel said:

                Direct X definitely.
                I don't know why OpenGL is still used. Probably to prevent riots from the Mac fanboys? πŸ˜„

                They can stick with OpenGL - and the Google should only develop the Windows version πŸ˜„

                Gai...

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                • S Offline
                  solo
                  last edited by 23 May 2008, 11:37

                  What about the new openGL 2.1?

                  http://www.solos-art.com

                  If you see a toilet in your dreams do not use it.

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                  • K Offline
                    kwistenbiebel
                    last edited by 23 May 2008, 11:53

                    Don't know about that...but clearly the graphics is not the most important bottleneck in current SU I believe.

                    I think it also has to do with the constant updating of info spread all over the different panels.
                    For instance, didn't you ever notice the 'outliner' panel going bananas when editing ?
                    Also, the slowness of the material browser, etc....

                    Somehow, some update processes should be unhooked from the viewport refresh imo.
                    Or else, spreading them over the different cores naturally (64 bit, multicore, etc..), the thing we wine about almost constantly πŸ˜„...

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                    • A Offline
                      AdamB
                      last edited by 23 May 2008, 11:59

                      @unknownuser said:

                      Don't know about that...but clearly the graphics is not the most important bottleneck in current SU I believe.

                      I think you're broadly right. There seems to be a lot of work going on under the hood to get to the point of drawing (which incidentally is why the OpenGL/DX question is a bit of a red herring). BTW I can't believe inference is more than a few percent of frametime so I'd discount that too.

                      However, if you have complex models it does make a BIG difference in refresh rate to not draw shadows and not draw (thick) profile edges.

                      Adam

                      Developer of LightUp Click for website

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                      • R Offline
                        remus
                        last edited by 23 May 2008, 12:57

                        Adam, what makes you think inferencing does take much computing power? i would have tohugh its quite computationally intensive to find the mid, end and direction of very line in an SU model.

                        http://remusrendering.wordpress.com/

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                        • A Offline
                          AdamB
                          last edited by 23 May 2008, 13:11

                          @remus said:

                          Adam, what makes you think inferencing does take much computing power? i would have tohugh its quite computationally intensive to find the mid, end and direction of very line in an SU model.

                          It would, so you don't do that! πŸ˜„

                          Typically one creates some spatial structure that can narrow down the potential candidates very quickly. LightUp uses kd-trees to do it, I suspect Mr.Google will have something similar. The end result is you actually find mid, end and direction for only handful of lines.

                          Adam

                          Developer of LightUp Click for website

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