Alexi wrote:
What do you mean by zoom and rotations, Sprites, Images? It depends on your special case i guess. Specs of your previous system?
Don't know what you actually mean, but i noticed a huge performance improvement by switching vsync off, you can do by passing the #PB_Screen_NoSynchronization flag. That was pretty unecpected as the test scene itself was almost empty, and running on a Titan X, without vsync it was about 100 times faster, no glitches at all, so nothing what vsync justifies so far.
- No sprites, images but cloud mesh.
- I did this, and yes it works a little faster.
Samuel wrote:
Quick question how are you rendering those images? It almost looks like planes and if so how many planes are generated and what image resolution are you using?
If you're using planes then you could try static geometries if you haven't already.
You could also look into 3D textures with a shader (similar to how minecraft worlds are generated).
What I do is,
1) I convert the CT scanner 2D images to gray scale images (256 grays)
2) I store them in the data memory (+-500 images of 512x512 bits)
3) then I make a transparent 3D cloud mesh of it.
so the user can change the transparency of the pixels to see inside the body or organs.
4) the software rebuilds a 3D cloud mesh (even with i7 x64, takes some minutes to (re)build the mesh).
5) build/make a 3D mesh for OGRE
6) so we can zoom in and rotate the camera/mesh
I made some tests:
1) stable camera and move and rotate the mesh
2) stable mesh and move and rotate the camera
looks there is no difference for now ...
Maybe I 'm a dreamer, if i calculate the mesh volume ...
500 (images) x 512 (pixels in Xaxis) x 512 (pixels in Yaxis) = 131 072 000 (3D pixels)
thanks for helping me here,
marc