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Drawing to Architectural Scale
#378728
07/25/11 22:58
07/25/11 22:58
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
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Been a long time since I've used 3DGS. I'm trying to convert actual scaled floorplans to 3DGS. What's the best way to do this? I seem to recall a quant (quake unit?) is about 2.5 inches, but I'm just not sure. So, how many quants = a linear foot? Or is there a better way to do this.
Thanks in advance, Neut.
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Drawing to Architectural Scale
[Re: NeutronBlue]
#378732
07/25/11 23:15
07/25/11 23:15
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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gs manual recommends one inch per quant for person-based games and 4 inches por quant for vehicle-based games
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Drawing to Architectural Scale
[Re: painkiller]
#378735
07/25/11 23:23
07/25/11 23:23
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
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Thx painkiller! I *did* RTM the manual, but couldn't find *that* particular info. (of course I could have read it, and skipped right over it - getting on in years I guess...) I would like to design this without having to use scaling of any kind. Do the ratios you (ahem, the manual) advise accomplish this? I have to keep all the texturing in mind too...
Thx again!
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Drawing to Architectural Scale
[Re: Superku]
#378789
07/26/11 15:01
07/26/11 15:01
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
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I'm trying to avoid the scaling math calcs for faster framerate. Now maybe I'm wrong, but my thinking is if the level is designed where all objects are scale=1 (and textures are mapped that way), I can avoid some extra math for the engine. I could be wrong, scaling could be integrated in the render pipe and there's no way to avoid it. I'm hoping when the engine "sees" an object of scale=1, it bypasses the scaling math - of course it may not work that way and perform the calc anyway.
I don't want to use scaling just to make things fit, or be a certain size when rendered. I think that should be taken into consideration during the design phase of a project.
Thx Superku...
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Drawing to Architectural Scale
[Re: NeutronBlue]
#378808
07/26/11 18:04
07/26/11 18:04
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Joined: Oct 2008
Posts: 513
Carlos3DGS
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avoid scaling math calcs for faster framerate? bypass the scaling math?
I am completely lost there... If that is true someone please explain this to me.
I thought changing the scale of static objects (like your buildings you are trying to scale) had 0 impact on framerate beyond the initial loading of the objects.
P.S.: I also dont understand the topic of the thread very well. The size of your objects only matters relative to the size of your other objects. I think there is no "correct" scale for your buildings other than the scale you want to choose.
P.P.S: Just to test I loaded a level I had previously created, but with everything 5 times larger... The result had zero impact to framerate.
Last edited by Carlos3DGS; 07/26/11 18:06.
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Re: Drawing to Architectural Scale
[Re: NeutronBlue]
#378809
07/26/11 18:15
07/26/11 18:15
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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I'm hoping when the engine "sees" an object of scale=1, it bypasses the scaling math - of course it may not work that way and perform the calc anyway. The check would be already slower than just scale anyway. Here is how the code needed to look like:
if(fabsf(scale - 1.0f) <= someSmallDelta)
{
someVarToBeScaled *= scale;
}
It needs a function call in the worst case (although I'm sure that an inlined version of fabsf() is used), it needs a roundtrip to the FPU (to calculate scale - 1.0f) hence the precision problem of floating points one can't just compare both values without false/positives and then you need a conditional jump. And this always, no matter if the scale is 1 or not. Not to mention that fabsf() also needs to check the value (and here comes the second conditional jump) and then do a bit operation on it to negate the value if needed. Just calculating this always only takes a roundtrip to the ALU which can process a multiplication by 1 extremely fast.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Drawing to Architectural Scale
[Re: Carlos3DGS]
#378886
07/27/11 14:55
07/27/11 14:55
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
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Wordy, but here we go... <sigh> .... I'm talking about the math in the 3D engine itself, and not about script or LiteC commands (sorry if I didn't make that clear at first). Take any square cube (8 vertices) - for each frame rendered, that cube has to have its 8 vertices scaled, translated (moved), rotated, etc, etc... Then the surfaces are constructed, then the textures are mapped to the surfaces. If you scale an object from its creation (when you designed and made it - not when did a Load Object) say by .5 (smaller) or 1.5 (larger), you have now forced additional math mostly on the texturing side IMHO. Using the .5/1.5 example above for a 16*16 bmp, the bmp itself has to be resized before mapping - .5 scale would require bmp reduction to 8*8, 1.5 scale would be a 24*24 bmp. BUT - this is not just straight clipping or multiplication, it's *resampling* the entire bitmap. How many of us *really* use a 16*16 bmp (256 pixels), eh..? More like 64*64 (4096 pixels), 128*128 (16384 pixels),or 256*256 (65536 pixles). Yes I know you can use any "factor of 2" - 8, 16, 32, 64, etc.. and this probably exists in the first place because of the algorithm used for resampling. Any resampling takes time, and IMHO always clobbers the detail of the bmp unless it's just a "flat solid color". So, any thing you can do to keep from scaling an object from its creation avoids additional math, and "fuzzing" the texture. And I do mean "fuzzing", not an obscenity alternate - although either would appropriate for what it does to a really "crisp" texture <grin>.
So if I (or you) design an object at its true "run-time" size to begin with, so you don't have to scale it to make it fit or look "right", it should avoid all the crud I babbled about above...
Of course I could be dead wrong about the whole dang thing, proving myself a ditz. ("again" as my wife would add...)
-Neut.
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Drawing to Architectural Scale
[Re: NeutronBlue]
#378915
07/27/11 19:51
07/27/11 19:51
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Of course I could be dead wrong about the whole dang thing You are because that isn't how graphic engines work at all.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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