Previously I used babylon as a format for my 3d models. I am in the process of testing with GLTF models.
I have used Octree so far to get good performance with the Babylon format.
Now with GLTF, if I keep Octree sometimes the character disappears when I move on a terrain (I can see the shadow still with the frozen character, but not the character)
So I tried to remove Octrees and that corrects the problem well and in addition the performance is still there as if I no longer needed Octree.
My question is therefore are Octree and GLTF compatible, that we no longer need them, or is there a bug ?
Octrees should be compatible with GLTF, as they’re just a space partitioning technique. Would you be able to share a playground example of it not working?
For the other questions, I’ll cc our expert @bghgary
With the character model in babylon format, I had no problem with depth at 8.
If I put a value below, I fell around 45 fps and with depth at 8, I returned to 60 fps.
On the other hand with GLTF I almost no longer need Octree and I am at 60 fps. This seems to be a more optimize format. To do with my future tests. But GLTF is starting to appeal to me.
I thought the octree problem was solved, but actually not.
This happens when there is a lot of mesh in the ground. More than 700 around. and that I move my GLTF animate character. This happens when I turn the cameraRotative. the character disappears then reappears. This didn’t happen with an object in babylon format, it seems to link to GLTF format, but I can’t tell you why.
I don’t know how to reproduce it in a PG because it looks random and anywhere on a large 1000*1000 land with 500 cube and 200 GLTF animate characters.
In fact I test the performances to know how many characters to animate my scene can contain until my fps reaches 30.
I tried to make a PG, but I can’t reproduce it.
I just tried again on my project and the same thing I do not reproduce it.
It seems quite random and I don’t know how I can reproduce. Even on my project sometimes I don’t reproduce it anymore
I saw that I was using this line. could this be causing this problem? scene.blockfreeActiveMeshesAndRenderingGroups = true;
I’m sorry for not being able to recreate the problem, it’s too random. Sometimes I have the impression that it doesn’t do it anymore and then it comes back without really understanding why.
But if one day I understand better I will come back.