0
0

I am using Gamebryo as a graphics middleware package and I am trying to get our world geometry into the FMOD geometry structures. I’ve added all my triangle information to the geometry structures but I’m not actually hearing any occlusion. Is it possible that I’ve forgotten to set a flag somewhere or something? Also, some questions I had were:

  1. Can you actually make multiple createGeometry() calls and thus allow FMOD to maintain multiple groups of geometry?

  2. I am transforming my world geometry into world space and then creating one huge structure from a call to createGeometry(). Is this ok? In this case, I’m assuming I don’t need to call setPosition/setRotation/setScale on my geometry?

  3. When I do get this to work, is it a bad idea to send triangles to FMOD? Or is it better to get triangle fan information from our artists and then send FMOD n-sided polygons? What is faster given your underlying algorithms?

Any help would be greatly appreciated.

-Salil Apte
Super-Ego Games

  • You must to post comments
0
0

[quote="sapte":2p9jns8g]I am using Gamebryo as a graphics middleware package and I am trying to get our world geometry into the FMOD geometry structures. I’ve added all my triangle information to the geometry structures but I’m not actually hearing any occlusion. Is it possible that I’ve forgotten to set a flag somewhere or something? Also, some questions I had were:
[/quote:2p9jns8g]

Not sure about that, check the geometry demo.

[quote:2p9jns8g]
1. Can you actually make multiple createGeometry() calls and thus allow FMOD to maintain multiple groups of geometry?
[/quote:2p9jns8g]

Yep. A good feature of this is you can make shapes/objects and move them around with the rotate/translate/scale functions.

[quote:2p9jns8g]

  1. I am transforming my world geometry into world space and then creating one huge structure from a call to createGeometry(). Is this ok? In this case, I’m assuming I don’t need to call setPosition/setRotation/setScale on my geometry?
    [/quote:2p9jns8g]

Yes its ok, but i’d be concerned at the number of polygons you would be using, and the polygons that are occluding that shouldnt be (ie a lamp post, or a candle stick for example).

[quote:2p9jns8g]
3. When I do get this to work, is it a bad idea to send triangles to FMOD? Or is it better to get triangle fan information from our artists and then send FMOD n-sided polygons? What is faster given your underlying algorithms?
[/quote:2p9jns8g]

N sided polygons rather than tri strips work best, they would have the lowest memory and cpu overhead.

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.