Archive for June, 2006
Just for fun (and for benchmarking too), I’ve done a compilation of the latest Ogre3D engine (v1.2.1).
For the sake of the test I used vc2005 and the two following files available on www.ogre3d.org:
- OGRE 1.2.1 Source for Windows
- Dependencies 1.2.0 for Visual C++ 2005(8.0)
Unpack both archives and put the content of Dependencies archive into ogre folder. Now you’re ready to load the ogre_vc8.sln solution. Once done, you have to enable the compiler timer with:
[i]Tools->Options->Projects->VC++ Build and setting Build Timing to Yes[/i].
Okay, everything is ready for the compilation of the OgreMain project.
With my workstation (p4 3.6GHz, 2Go DDR2 533, hdd WD 200Go SATA1), the compilation and linking took: Build Time 12:04 (read 12 min 04 sec!) :raspberry:
I’m currently working on a new algorithm for the ambient occlusion generator. The basic idea comes from smash, the main coder of Fairlight, a famous demoscene group (thank you mate!). My old AmbOccGen was (is still) really slow: calculating per-vertex AO term for a 40000-polys object with 1000 samplers could take many hours and even more (days!). The following image shows a 40,000 polys scene (each torus has 20,000 polys) and the new alogrithm took only 5 minutes to compute the ambient occlusion for 8192 samples! Really cool and I know I can do better…
I’ll released an end-user tool when the new version of oZone3D will be ready. The new version of oZone3D is now a top priority task (and a particularly huge task…).