If checkbuffer isn’t enough, then yes we need to do some changes.
Yes this buffer is from mesh component.(.buffer file)
dmScript::LuaHBuffer* buffer = dmScript::CheckBuffer(L, 1);
dmLogInfo("Owner:%d",buffer->m_Owner);
Owner:2
Copy dmBuffer::HBuffer UnpackLuaBuffer(dmScript::LuaHBuffer lua_buffer)* to my cpp file.
With UnpackLuaBuffer frustum culling worked.
Yes, we need UnpackLuaBuffer in dmsdk:)
Thanks for help, and for culling:)
That’s great! Did you notice any difference in performance? Such as draw calls or pure frame time or anything like that. I’m just curious to see the implication
I will continue my test tomorrow.
For now i add only 3 meshes. But in scene i have 69 meshes:)
I need to make some automatization
No bugs for me so far. Glad that C++20 support got included in this release!
Now I can test new C++ features in my codebase.
Continue test with frustum culling.
dc - draw calls
No culling: 96 dc
Culling (average) 40-50 dc.
Culling (min) 25 dc.
Culling (max) 91 dc.
I do not see any fps performance:)
Do you see any draw call / vertex data changes between the two versions?
E.g. are we sure the AABB’s are correct?
Edit: Ah, I guess that’s what the “dc” means?
I have some problems with one of my objects.
It is a big mountain.
DEBUG:SCRIPT: url: [game_scene:/collection0/rocks_02.026#rocks_02.026_mesh]
INFO:GAME: AABB{-4.515 -0.118 0.400 8.088 4.954 9.453}
This mountains sometimes dissapeared when i look on it:(
Yes dc is draw calls:)
I can’t share project. I will try to make repro case.
Does it work better if you don’t scale the game object?
No, with scale 1 and position (0,0,0) same problem.
Check AABB it correct.
Send repro case in messages