no more begging in this thread! no error reporting etc!im currently trying to squeeze out the best performance. current state is > 30fps at all times. ~80fps average. im heavily using glMulti*Indirect draw calls, ARB_bindless_texture and SSBOs.i also thought about using ARB_sparse_texture but blps dimensions are kinda inconsistent which causes some trouble.The next logical step would be to implement LoD for everything, since the fps drops mostly occur when looking at 4 - 5 ADTs at the same time, but to me it seems like that the different m2 skin files dont change the "Detail" at all.
This is all in OpenGL, right?I wonder what Blizzard did to get their OpenGL engine to work as well as it does.
My current job is model converter which converts LK .m2 and .skins to vanilla m2 version. A this moment geometry, collisions and simply animations works fine. Still having problems with particles. By using my tool can convert even WOD models prepared for 3.3.5 which are posted here on Modcraft. sometimes classic engine have problems with too many polygons used in models, and big 1024x512 textures.
Quote from: "stan84"My current job is model converter which converts LK .m2 and .skins to vanilla m2 version. A this moment geometry, collisions and simply animations works fine. Still having problems with particles. By using my tool can convert even WOD models prepared for 3.3.5 which are posted here on Modcraft. sometimes classic engine have problems with too many polygons used in models, and big 1024x512 textures.Erm, why are you going to vanilla if I may ask? 3.3.5a TrinityCore is a much better emulator than the currently available vanilla ones, or any other emulator that exists.