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bazbazus
29-12-2009, 02:55 AM
Hello everybody,
I'm running to create a 3d soccer games like PES, then my question is:
how to load the model and textures that the camera sees?
,and clear all model not seen by a camera .
to increase the fps. :o
thank you all ;)

arthurprs
29-12-2009, 04:07 AM
I don't think this is a good idea.

bazbazus
29-12-2009, 05:35 AM
-I load all model in oncreat but in the game i want load the model and textures that the camera sees.
-My problem I load all model my fps turn to 30 fps

chronozphere
29-12-2009, 09:17 AM
You should load all data when the application starts and unload it when your app terminates. Loaded data doesn't hurt performance.

However, you should limit the ammount of geometry you render every frame. Only draw object that are visible to the camera. You could use frustum culling for this. :)

Brainer
29-12-2009, 02:39 PM
I don't wanna discourage you, but making a game like PES is a very hard job. Believe, I've once had an attempt at it and it's really not an easy task. Having everything controlled by animation is the easiest way to go, but people will hate the game and still go for FIFA or PES.

But if you still want an answer, here it is. I'm not sure if GLScene has any decent culling mechanism implemented, but the one I'd go for if I were you is, like chronozphere suggested, frustum culling. Here's the implementation I used (whoa, I didn't even know I had such an old code anywhere yet lol):


{

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All rights reserved.
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modification, are permitted provided that the following conditions are met:

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this list of conditions and the following disclaimer in the documentation
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}
unit UFrustum;

interface

uses
// -- Headers --
dglOpenGL,
// -- Base Units --
GeometryBB, VectorGeometry;

const
Right = 0;
Left = 1;
Bottom = 2;
Top = 3;
Back = 4;
Front = 5;

type
{ .: TBrainFrustum :. }
TBrainFrustum = class(TObject)
private
{ Private declarations }
FFrustum: array[0..5] of THmgPlane;
public
{ Public declarations }
procedure Calculate();

function PointInFrustum(V: TAffineVector): Boolean;
function SphereInFrustum(Sphere: TBSphere): Boolean;
function BoxInFrustum(Box: TAABB): Boolean;
end;

implementation

{ TBrainFrustum }

function TBrainFrustum.BoxInFrustum(Box: TAABB): Boolean;
var
I: Integer;
begin
Result := False;

with Box do
for I := 0 to 5 do
begin
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
exit;
end;
Result := True;
end;

procedure TBrainFrustum.Calculate;
var
ProjM, ModM, Clip: array[0..15] of Single;
begin
glGetFloatv(GL_PROJECTION_MATRIX, @ProjM);
glGetFloatv(GL_MODELVIEW_MATRIX, @ModM);

Clip[0] := ModM[0] * ProjM[0] + ModM[1] * ProjM[4] + ModM[2] * ProjM[8] +
ModM[3] * ProjM[12];
Clip[1] := ModM[0] * ProjM[1] + ModM[1] * ProjM[5] + ModM[2] * ProjM[9] +
ModM[3] * ProjM[13];
Clip[2] := ModM[0] * ProjM[2] + ModM[1] * ProjM[6] + ModM[2] * ProjM[10] +
ModM[3] * ProjM[14];
Clip[3] := ModM[0] * ProjM[3] + ModM[1] * ProjM[7] + ModM[2] * ProjM[11] +
ModM[3] * ProjM[15];
Clip[4] := ModM[4] * ProjM[0] + ModM[5] * ProjM[4] + ModM[6] * ProjM[8] +
ModM[7] * ProjM[12];
Clip[5] := ModM[4] * ProjM[1] + ModM[5] * ProjM[5] + ModM[6] * ProjM[9] +
ModM[7] * ProjM[13];
Clip[6] := ModM[4] * ProjM[2] + ModM[5] * ProjM[6] + ModM[6] * ProjM[10] +
ModM[7] * ProjM[14];
Clip[7] := ModM[4] * ProjM[3] + ModM[5] * ProjM[7] + ModM[6] * ProjM[11] +
ModM[7] * ProjM[15];
Clip[8] := ModM[8] * ProjM[0] + ModM[9] * ProjM[4] + ModM[10] * ProjM[8] +
ModM[11] * ProjM[12];
Clip[9] := ModM[8] * ProjM[1] + ModM[9] * ProjM[5] + ModM[10] * ProjM[9] +
ModM[11] * ProjM[13];
Clip[10] := ModM[8] * ProjM[2] + ModM[9] * ProjM[6] + ModM[10] * ProjM[10] +
ModM[11] * ProjM[14];
Clip[11] := ModM[8] * ProjM[3] + ModM[9] * ProjM[7] + ModM[10] * ProjM[11] +
ModM[11] * ProjM[15];
Clip[12] := ModM[12] * ProjM[0] + ModM[13] * ProjM[4] + ModM[14] * ProjM[8] +
ModM[15] * ProjM[12];
Clip[13] := ModM[12] * ProjM[1] + ModM[13] * ProjM[5] + ModM[14] * ProjM[9] +
ModM[15] * ProjM[13];
Clip[14] := ModM[12] * ProjM[2] + ModM[13] * ProjM[6] + ModM[14] * ProjM[10] +
ModM[15] * ProjM[14];
Clip[15] := ModM[12] * ProjM[3] + ModM[13] * ProjM[7] + ModM[14] * ProjM[11] +
ModM[15] * ProjM[15];

FFrustum[Right][0] := Clip[3] - Clip[0];
FFrustum[Right][1] := Clip[7] - Clip[4];
FFrustum[Right][2] := Clip[11] - Clip[8];
FFrustum[Right][3] := Clip[15] - Clip[12];
NormalizePlane(FFrustum[Right]);

FFrustum[Left][0] := Clip[3] + Clip[0];
FFrustum[Left][1] := Clip[7] + Clip[4];
FFrustum[Left][2] := Clip[11] + Clip[8];
FFrustum[Left][3] := Clip[15] + Clip[12];
NormalizePlane(FFrustum[Left]);

FFrustum[Bottom][0] := Clip[3] + Clip[1];
FFrustum[Bottom][1] := Clip[7] + Clip[5];
FFrustum[Bottom][2] := Clip[11] + Clip[9];
FFrustum[Bottom][3] := Clip[15] + Clip[13];
NormalizePlane(FFrustum[Bottom]);

FFrustum[Top][0] := Clip[3] - Clip[1];
FFrustum[Top][1] := Clip[7] - Clip[5];
FFrustum[Top][2] := Clip[11] - Clip[9];
FFrustum[Top][3] := Clip[15] - Clip[13];
NormalizePlane(FFrustum[Top]);

FFrustum[Back][0] := Clip[3] - Clip[2];
FFrustum[Back][1] := Clip[7] - Clip[6];
FFrustum[Back][2] := Clip[11] - Clip[10];
FFrustum[Back][3] := Clip[15] - Clip[14];
NormalizePlane(FFrustum[Back]);

FFrustum[Front][0] := Clip[3] + Clip[2];
FFrustum[Front][1] := Clip[7] + Clip[6];
FFrustum[Front][2] := Clip[11] + Clip[10];
FFrustum[Front][3] := Clip[15] + Clip[14];
NormalizePlane(FFrustum[Front]);
end;

function TBrainFrustum.PointInFrustum(V: TAffineVector): Boolean;
var
I: Integer;
begin
Result := False;
for I := 0 to 5 do
if (FFrustum[I][0] * V[0] + FFrustum[I][1] * V[1] + FFrustum[I][2] * V[2] +
FFrustum[I][3] <= 0.0) then
exit;
Result := True;
end;

function TBrainFrustum.SphereInFrustum(Sphere: TBSphere): Boolean;
var
I: Integer;
begin
Result := False;
for I := 0 to 5 do
if (FFrustum[I][0] * Sphere.Center[0] + FFrustum[I][1] * Sphere.Center[1] +
FFrustum[I][2] * Sphere.Center[2] + FFrustum[I][3] <= -Sphere.Radius) then
exit;
Result := True;
end;

end.

To use it, every object on the scene must have a bounding box calculated. Then you can use the BoxInFrustum function to check if a box is inside the viewing frustum. If it is, then it should be displayed. If it's not, hide it. :)

Calculating the frustum should be done using the Calculate method every time a camera is updated (i.e. moved). It's no use calculating the frustum every frame, because there may be moments when camera is static and it's pointless to re-calculate it.

bazbazus
29-12-2009, 03:21 PM
thank you Brainer I'll test the code

Brainer
29-12-2009, 04:25 PM
Just in case you had problems implementing it, here's an example: http://www.delphigl.de/files/frustumcull.zip
It seems this is where I have the frustum code from. :)