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1.In ogre, the main thing is to manipulate the frames in the ** below.
Before each frame is rendered, call the ** you wrote here.
return true;
After each frame is rendered, call the ** you wrote here.
return true;
As for the initialization process, it is recommended that LZ take a look at the OGRE manual.
It is described in detail in Chapter IV.
2.As for writing a game engine, it's a big job. Mathematics, physics, and images are all learned. To take a look at DirectX, OpenGL
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The sleep function is available.
You can get the TimesInCelastFrame value (the value of the last frame render time) in the program, and the frame rate of the ogre is also calculated based on this value. For example, if you want to limit to 60 frames, if( timesincelastframe<1 ) sleep(1 ;
Copy**. MSDN says that you won't do anything else when you sleep, so I don't know if this will affect the background running of your program.
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The default rendering will only render what is displayed on the timeline, and generally there will be no negative numbers, unless you have modified the values before, if there are negative numbers, you can correct the timeline, and it will not affect the animation.
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Shift+F3 selects all keyframes on the timeline and moves them backward to the beginning of frame 0, which is very convenient.
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It's good to select all the frames in the rendering.,And then the format suggestion is**Sequence.,If something goes wrong in the middle.,You can continue.。
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Bring up -120 frames on the timeline below the scene, and then select the frame range as the preview range when rendering.
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Jeffrey Carchenberg, CEO of DreamWorks, said, "A first-class animator can render in three seconds in a week. Seeing this, do you still have any doubts?
I think the Miracle Mante teachers are very professional, after all, they are the directors or supervisors in the industry, and their experience has been put here.
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Can I render the output of the Fragment Shader to a texture (RTT), I have seen someone on the Internet using the OpenGL implementation to store the output of the Fragment Shader into the texture for the next operation, I wonder if this can be done in Unity? See more answers" Bright potato reed. Beg.
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If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP).
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There is no save path set. Underneath, there's a "Save".
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Whether it's slow or not, it's hard to say, it depends on the size of the scene you render, the number of lights, the fineness of the material and model, and the sampling of the rendering.
There are many ways that affect the overall rendering speed of a scene, but in general, the most important ones are:
1 The sampling accuracy of rendering mainly refers to the sampling of luminous maps, the subdivision of light caches, and the subdivision of vray lights.
2 The fineness of the material, mainly reflections and highlights, as well as the subdivision value of the material.
3 The number of lights, not the intensity. For example, there are several flood lights, several vray surface lights, these quantities.
4 The size of the rendering, the larger the rendering, the slower it is, of course.
Once you know the cause, you should know how to solve it, reduce or reduce all the above things
In general, the i7 you use takes six to ten minutes, which is still relatively slow.
We all calculate how many frames per second, never how many frames per minute. According to the domestic common ** format, 25 frames per second, there should be 1500 frames in a minute, you only have 900 frames, too little, there will be a pause in the picture. I don't know why some people would say that 900 frames is too big.
The default value of the rendering parameter is actually a relatively high sample value, which should be lowered.
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This number of frames depends on your computer's configuration and parameters.
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If the frame scene being rendered is easy, then the rendering time will be short, and the remaining time of the display will be short, but when the scene behind is complex, the rendering time will be long, so the remaining time of the display will also become very long.
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I can't explain this, some of the things in 3dmax are not clear. I want to say that your machine configuration is poor, but you are not bad, and I want to say that your parameters are high, and your other frames can be rendered.
Your configuration is not low.,If it's rendering animation.,The memory is still a little less.,Only 4G.,Upgrade to 8G first.。 The last frame is rendered, then you just turn it off, don't render. For animations, one less frame somewhere doesn't make a difference.
Ray Tracing is the tooltip box where you turn on ray tracing, you need to switch to the default renderer first, so that you can see the ray tracing tab at the top (that is, the tab at the top of the dialog box you see after pressing f10), after selecting this tab, you can see that there are 2 places below that can be checked, you just remove the hook hook.
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It's the most stable version at the moment, but it's still very slow to render on the CPU of a regular computer. Designers can render renderings with a cloud-rendered supercomputer!
A group of supercomputer machines at home has 96 grids, which is 24 times the number of ordinary computer threads, and the rendering speed is very fast, simply put, an i7 computer needs to use 8 hours to render renderings, and 96 threads can be delivered in just 1 hour with cloud rendering, and when the drawing is urgently needed, it can be rendered with 192 threads, and the rendering grid is spread all over the renderings, and the drawing time is half of the 96 threads.
3DMAX2016-2017 version is supported by the latest version;
3DMAX 2018-2021 version is supported by the latest version.
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In the Render Settings, set the format, the number of start frames, and the number of end frames.
Then select the save path, which is file --set prodution
Then click render bauth
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