Okay, thats good to know
...If I reduce my screen size to 800x600 then my fps stays around 60. Otherwise I get an fps of 31 or so at 1280x720...
Ok, checked in fullscreen resolution by full HD (1920x1080) for you and i get ~31fps > ~60fps depending of the distance to the ground.
You can test my
exe in relation of performance also.
My Computer Specs:
OS: Windows 8.1 Pro 64-bit
CPU: i7-4770 @ 3.40GHz
GPU: GeForce GTX 760 @ 2048MB
RAM: 16GB
PRG: A8 Pro 8.45.4
Since the upgrade to my project, I'll have to do some level optimizing - my level dimensions are around 6000x4000 - that being my biggest level conisting of several rooms and models adding to 306 entities (using LOD stages)...
You use the Automated Managed Level of Detail from MED for your models (MED > Object > Manage Level of Detail), right?
...How do I use particles with shadec?
sc_screen_default.settings.forward.enabled = 1; //enable if you need particles or custom materials which can't be rendered in the deferred pipeline
Was this?
I wanted to note that my model works when:
entskin1 = diffuse
entskin2 = specular (G,B,A are black)
entskin3 = NormalMap (Alpah is Black)
---------------------
Am I doing something wrong?
It seems to me, that you've another chronology of skin numbers.
Your Specular have skin2.x and Normalmap skin3.xyz
If you need the same like me, then change to:
//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alpha
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
...I would like to also ask how to add Shadows now
It's very simple, add this flag SC_LIGHT_SHADOW to the light function:
spotlight[k] = sc_light_create(vector(dist_x,dist_y,200), 500, vector(random(255),random(255),random(255)), SC_LIGHT_SPOT | SC_LIGHT_SPECULAR | SC_LIGHT_SHADOW, vector(0,-90,0), 40);