1 question
I have any absolutely white picture (.bmp or .png). After converting it into .dds (using different converters) I have picture with green shade.
Why??? This is a problem, because I can not use .dds texture for planet -- because planet will have green snow on the poles.
2 question
2.1) empty 3D-scene --- FPS
2077...2090
2.2) 3D-scene with 3100 square flat semitransparent textured (32x32 texture) objects (instance-copies) --- FPS
176...186
dbMakeObjectPlane (60497, 1, 1);
dbRotateObject (60497, 90.0f, 0.0f, 180.0f);
dbFixObjectPivot (60497);
dbSetObjectLight (60497, 0);
dbLoadImage ("media\\point.bmp",60497);
dbTextureObject (60497, 60497);
dbGhostObjectOn (60497, 0);
dbSetObjectTexture (60497, 2, 1);
dbDisableObjectZWrite(60497);
dbPositionObject (60497, 0, 0.0f, 0);
//copies:
for (i=30000; i<=33100; i++)
{ dbInstanceObject(i,60497);
dbGhostObjectOn(i,0);
dbPositionObject(i, dbRnd(40.0f)-20.0f,0.0f,dbRnd(40.0f)-20.0f);
}
2.3) 3D-scene with 3100 square flat semitransparent textured (32x32 texture) particles (SPARK plugin, SP_SetQuadRenderer) --- FPS
1848...1885
dbLoadImage("media\\point.bmp",textureSpark2);
void * spark2Group = SP_AddGroup (expolsionPrototype,3100,0,0,0);
SP_SetLifeTime (spark2Group, 10.0f, 30.0f);
void * spark2Renderer = SP_SetQuadRenderer (spark2Group,textureSpark2, 2.42f, 2.42f, 1,1,2);
void * spark2Rgba = SP_AddRGBAInterpolator (spark2Group, SP_RGBA(255,255,178,255), SP_RGBA(255,255,178,255), SP_RGBA(255,76,76,0), SP_RGBA(255,255,76,0));
void * spark2Emitter = SP_AddNormalEmitter (spark2Group, -1, 0.4f, 1.8f, 3100, SP_PointZone(0,0,0), SP_PointZone(0,0,0));
Why scene with SPARK-objects is much faster then scene with DarkGDK-objects??? Why
number of objects in DarkGDK is so critical (sensitive)???
My assumption: DarkGDK has
uneffective sorting of objects,
sorting is bottleneck. More DarkGDK-objects --> more time for
sorting. What is your opinion, guys?