SpiderPig Posted March 5 Share Posted March 5 Not positive if this is a bug to be honest and if it is it may well be fixed in the next update, but just in case - In my game rotating the directional light to mimic the sun causes the vertex, polygon and instance count to slowly ramp up to about 20x then it will slowly decrease and then ramp up again. (I have 1.2 million verts in my game and it can get up to 30million before repeating the cycle) The code below shows the stats fluctuating in the window title albeit at a lesser extent than in my game. Should the vertex, polygon and instance counts fluctuate with a moving / rotating light source? And by that much? #include "Engine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); world->RecordStats(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(10, 10, -8); auto light = CreateDirectionalLight(world); light->SetRotation(35, 45, 0); auto floor = CreateBox(world, 128); floor->Move(0, -64, 0); vector<shared_ptr<Entity>> boxes; for (int z = 0; z < 25; z++) { for (int x = 0; x < 25; x++) { auto e = CreateSphere(world); e->SetPosition(x, 0.0f, z, true); boxes.push_back(e); } } while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { Vec3 day_speed = Vec3(0.5, 0, 0); light->Turn(day_speed.x, day_speed.y, day_speed.z); auto stats = world->renderstats; WString text = "FPS : [" + WString(stats.framerate) + "] - "; text += "Verts : [" + WString(stats.vertices) + "] - "; text += "Polys : [" + WString(stats.polygons) + "] - "; text += "Insts : [" + WString(stats.instances) + "] - "; text += "Shadow Polys : [" + WString(stats.shadowpolygons) + "]"; window->SetText(text); world->Update(); world->Render(framebuffer, false); } return 0; } Quote Link to comment Share on other sites More sharing options...
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