Thank you for your help. To both of you :)
In general for such cases object instances are used, a huge number of copies of the object but with their one transformation matrix. You have still access to individual objects (their matrix) and they are not "static", but the texture is just send one ...
Search found 461 matches
- Thu Jan 07, 2021 5:30 pm
- Forum: 3D Programming
- Topic: Problems with low FPS
- Replies: 5
- Views: 4806
- Wed Jan 06, 2021 10:28 am
- Forum: 3D Programming
- Topic: Problems with low FPS
- Replies: 5
- Views: 4806
Problems with low FPS
Hello everyone,
after 7 years I'm coming back for my planned 3D-Game. Back then hope left me, because FPS were too low. I want to give it another try, perhaps someone else in this forum had a similar problem.
So, my main problem is low fps. I want to use physics, too. The code below is one of my ...
after 7 years I'm coming back for my planned 3D-Game. Back then hope left me, because FPS were too low. I want to give it another try, perhaps someone else in this forum had a similar problem.
So, my main problem is low fps. I want to use physics, too. The code below is one of my ...
- Fri Oct 28, 2016 6:04 am
- Forum: 3D Programming
- Topic: Instancing
- Replies: 3
- Views: 2925
Re: Instancing
You can use staticgeometry for the static entities and the level Design.
Poorly, For animated or moveable Entities there is no instancing (yet).
Just Start your project. I've encountered a Problem with too many tris in One picture... Round about 4 to 5 million tris and the fly Drops to 18.
Poorly, For animated or moveable Entities there is no instancing (yet).
Just Start your project. I've encountered a Problem with too many tris in One picture... Round about 4 to 5 million tris and the fly Drops to 18.
- Sat Jun 11, 2016 4:26 pm
- Forum: 3D Programming
- Topic: Gears
- Replies: 6
- Views: 3635
Re: Gears
Really cool examples. Thank you for sharing it with us 
I played a while with the turbine, started it in idle running then part load and full load
I played a while with the turbine, started it in idle running then part load and full load
- Sat Jun 11, 2016 4:18 pm
- Forum: Announcement
- Topic: PureBasic 5.50 final is out !
- Replies: 132
- Views: 77553
Re: PureBasic 5.50 beta 1 is out
For a few months I was not online in this forum...
And now there's a new Beta with cool new features for the 3D-Engine
Dear Purebasic team, many thanks and thumbs up for you
And now there's a new Beta with cool new features for the 3D-Engine
Dear Purebasic team, many thanks and thumbs up for you
- Fri Mar 11, 2016 10:17 am
- Forum: 3D Programming
- Topic: 50 Sinbads on a circle
- Replies: 15
- Views: 7252
Re: 50 Sinbads on a circle
Nice 
I like those flat sinbads in circle falling down
I like those flat sinbads in circle falling down
- Thu Mar 10, 2016 10:53 am
- Forum: 3D Programming
- Topic: Newbie 3D engine question
- Replies: 16
- Views: 7085
Re: Newbie 3D engine question
In the code, you have everything with the ID of '0'. Make an Enumeration to ensure each item has a unique ID:
Sorry, but I have to correct you. You can use "0" as PB-ID for the camera, an entity, a light, a menu, a window,... . They must be different.
If I´m using "0" twice for an entity, it ...
Sorry, but I have to correct you. You can use "0" as PB-ID for the camera, an entity, a light, a menu, a window,... . They must be different.
If I´m using "0" twice for an entity, it ...
- Tue Mar 08, 2016 9:23 pm
- Forum: 3D Programming
- Topic: Experiments In Ray Tracing 2 (materials, shaders)
- Replies: 27
- Views: 10076
Re: Experiments In Ray Tracing 2 (materials, shaders)
Hi Hades,
my CPU is a AMD Phenom II X4 B55 (Unlocked CPU with formerly 2 cores) @3.6GHz. Equal to X4 955 or X4 965.
Ah, I found it. My processor supports SSE 4a, but not 4.1.
Ok, the other procedure makes it. 7 FPS

my CPU is a AMD Phenom II X4 B55 (Unlocked CPU with formerly 2 cores) @3.6GHz. Equal to X4 955 or X4 965.
Ah, I found it. My processor supports SSE 4a, but not 4.1.
Ok, the other procedure makes it. 7 FPS
- Tue Mar 08, 2016 12:29 pm
- Forum: 3D Programming
- Topic: Experiments In Ray Tracing 2 (materials, shaders)
- Replies: 27
- Views: 10076
Re: Experiments In Ray Tracing 2 (materials, shaders)
UppsPureLust wrote:Maybe an Update to PB 5.4 will help?Bananenfreak wrote:I'm using PB 4.2 x64, Win 7 Home Premium. Do you have an idea what could be the reason for this error?
- Tue Mar 08, 2016 11:59 am
- Forum: 3D Programming
- Topic: Experiments In Ray Tracing 2 (materials, shaders)
- Replies: 27
- Views: 10076
Re: Experiments In Ray Tracing 2 (materials, shaders)
Heyho,
I would like to test your code, but it the Compiler throws out an error on line 1 "; Experiments In Ray Tracing 2 ":
Illegal instruction. (Excecution of binary data?)
I´m using the german Version, so this error message is translated by myself. The original message is:
[ERROR] Illegale ...
I would like to test your code, but it the Compiler throws out an error on line 1 "; Experiments In Ray Tracing 2 ":
Illegal instruction. (Excecution of binary data?)
I´m using the german Version, so this error message is translated by myself. The original message is:
[ERROR] Illegale ...
- Tue Mar 01, 2016 12:00 pm
- Forum: Announcement
- Topic: PureBasic 5.42 LTS final is available !
- Replies: 98
- Views: 53043
Re: PureBasic 5.42 LTS final is available !
Thank you 
I've updated my PB to 5.41 two days ago. Now there's a new Version... again
Btw: First world Problems
I've updated my PB to 5.41 two days ago. Now there's a new Version... again
Btw: First world Problems
- Tue Mar 01, 2016 11:58 am
- Forum: Coding Questions
- Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
- Replies: 4
- Views: 1389
Re: [No bug] AppliedImpulse - Same value for X/Y/Z
Yes Comtois, you're right.
The contact normals are the inversed direction of the applied impulse for the second entity.
The contact normals are the inversed direction of the applied impulse for the second entity.
- Mon Feb 29, 2016 7:29 pm
- Forum: Coding Questions
- Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
- Replies: 4
- Views: 1389
Re: AppliedImpulse - Same value for X/Y/Z
Uh, sorry :oops:
I'm using 5.41 LTS, but haven't looked in the documentation yet.
Haven't used PB for a while (no time for it) and a new Version was released :shock:
What about the direction of the applied Impulse? We can get the vector normal to the surface and the Position, but not the ...
I'm using 5.41 LTS, but haven't looked in the documentation yet.
Haven't used PB for a while (no time for it) and a new Version was released :shock:
What about the direction of the applied Impulse? We can get the vector normal to the surface and the Position, but not the ...
- Mon Feb 29, 2016 3:11 pm
- Forum: Game Programming
- Topic: how i make 3D viewport without 3D window requester ?
- Replies: 5
- Views: 4000
Re: how i make 3D viewport without 3D window requester ?
Just create a borderless window (#PB_Window_BorderLess) and size it in the size of your Screen.
- Mon Feb 29, 2016 2:56 pm
- Forum: Coding Questions
- Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
- Replies: 4
- Views: 1389
[No bug] AppliedImpulse - Same value for X/Y/Z
Hello friends,
I found a possible bug. When Worldcollisions are used the values for the applied Impulses received via GetX/Y/Z() are always equal.
Even if there´s only an applied Impulse in one direction (In my code it´s X).
Please try my code and tell my your result. With "Q" you can apply an ...
I found a possible bug. When Worldcollisions are used the values for the applied Impulses received via GetX/Y/Z() are always equal.
Even if there´s only an applied Impulse in one direction (In my code it´s X).
Please try my code and tell my your result. With "Q" you can apply an ...