Shard Posted June 4, 2010 Share Posted June 4, 2010 When using EntityPick, I've noticed that my game stalls for a few seconds and then continues to run as normal. This happens the first time a pick happens at a high poly surface or at least it seems like that. At first I thought this was because of DOF, but I turned that off because it became a large enough problem. But now when our character shoots, it does a pick to see what it hit and it freezes up just the same. I'm just checking to see if anyone else has had this problem and how they fixed it. If not, I'll create a basic program and upload to bug tracker. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted June 4, 2010 Share Posted June 4, 2010 there are alot of posts about this... and actually Josh created a model optimizer to help with this... btw, why do you put all of your posts in GD? there are obviously better places for your programming/modeling questions... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted June 4, 2010 Author Share Posted June 4, 2010 there are alot of posts about this... and actually Josh created a model optimizer to help with this... But it also happens with the terrain. btw, why do you put all of your posts in GD? there are obviously better places for your programming/modeling questions... Seemed appropriate in this case as this involves everyone, not just coders. I post in the C++ threads when its just about code and Editor when its just about Editor. There isn't an overall engine discussion thread except General Discussion which is the general discussion of the engine WerkSpace> Leadwerks Engine> General Discussion Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted June 4, 2010 Share Posted June 4, 2010 there is a general programming board... and typically this only occurs on the first pick, so you could possibly make a small "hack" and perform a pick while the program is loading? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted June 4, 2010 Author Share Posted June 4, 2010 there is a general programming board... Mind = blown; and typically this only occurs on the first pick, so you could possibly make a small "hack" and perform a pick while the program is loading? I suppose, but all the same, it is a bug that needs to be fixed, no? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted June 4, 2010 Share Posted June 4, 2010 Mind = blown; what youve never noticed this forum? I suppose, but all the same, it is a bug that needs to be fixed, no? possibly... but i do not know if Josh considers it a bug... his description of it basically is this is when the pick structure is first being created... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted June 4, 2010 Author Share Posted June 4, 2010 what youve never noticed this forum? Nope, I usually just click the C++ shortcut on the Werkspace page. Plus its a hidden from view unless I scroll down. possibly... but i do not know if Josh considers it a bug... his description of it basically is this is when the pick structure is first being created... Hrm, only in debug mode. I haven't tested this, but if thats the case then I can live with cause as long as Release works its all good. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
ZioRed Posted June 4, 2010 Share Posted June 4, 2010 there are alot of posts about this... and actually Josh created a model optimizer to help with this... I tried it with the sample crawler model and now it does not appear anymore on the Model Viewer (I already posted a comment reporting it) but still visible when loaded by code, didn't tried on the Editor, really I didn't noticed any difference in the picking delay. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Shard Posted June 4, 2010 Author Share Posted June 4, 2010 possibly... but i do not know if Josh considers it a bug... his description of it basically is this is when the pick structure is first being created... Still did it in Release Mode. I tried it with the sample crawler model and now it does not appear anymore on the Model Viewer (I already posted a comment reporting it) but still visible when loaded by code, didn't tried on the Editor, really I didn't noticed any difference in the picking delay. So... what do we do to fix the problem? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 4, 2010 Share Posted June 4, 2010 Same problem here. The terrain works fine though. I only have this with 2 particular high poly models (5000 - 6000 poly). I have used the collapser and although I have the idea that it is a little faster, you wil still notice the delay. (aprox. 1 second) Quote Link to comment Share on other sites More sharing options...
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