3D-Performance

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  • 3D-Performance

    Es geht um die Welt, also nicht bewegte Teile. Was ist besser:

    Viele Primitives mit wenigen Flächen, oder wenige Primitives mit je vielen Flächen.
    Oder kann ich es so lassen, wie es ist?
    Im Augenblick habe ich viele Models aus je 1 Primitive mit nur wenigen Flächen.
    Mein nächster Schritt wäre jetzt alle Primitives in ein Model zu Packen. Gibt es da Grenzen? Ich weiß, daß je Primitive nur eine begrenzte Anzahl Punkte möglich ist.

    Ich hätte nie gedacht, daß es einmal soweit kommen würde OMG
    Spoiler anzeigen

    Quellcode

    1. mo_base = d3d_model_create()
    2. mo_ceil = d3d_model_create()
    3. var h;
    4. h=48
    5. for (a=0;a<16;a+=1)
    6. {
    7. mo_base[a]=d3d_model_create()
    8. mo_ceil[a]=d3d_model_create()
    9. // 4 wände
    10. d3d_model_primitive_begin(mo_base[a],pr_trianglelist)
    11. d3d_model_primitive_begin(mo_ceil[a],pr_trianglelist)
    12. // die normals stimmen leider nur zu Hälfte
    13. if a=3 {// hinten
    14. d3d_model_vertex_normal_texture(mo_base[a],51, 1,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],51, 1,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,0,1,1,0,0,1) ;
    15. d3d_model_vertex_normal_texture(mo_base[a],64, 0,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],51, 1,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,0,1,1,0,0,1) ;
    16. d3d_model_vertex_normal_texture(mo_base[a],41, 4,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],41, 4,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],51, 1,0,1,1,0,0,1) ;
    17. d3d_model_vertex_normal_texture(mo_base[a],51, 1,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],41, 4,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],51, 1,0,1,1,0,0,1) ;
    18. d3d_model_vertex_normal_texture(mo_base[a],30,10,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],30,10,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],41, 4,0,1,1,0,0,1) ;
    19. d3d_model_vertex_normal_texture(mo_base[a],41, 4,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],30,10,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],41, 4,0,1,1,0,0,1) ;
    20. d3d_model_vertex_normal_texture(mo_base[a],19,19,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],19,19,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],30,10,0,1,1,0,0,1) ;
    21. d3d_model_vertex_normal_texture(mo_base[a],30,10,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],19,19,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],30,10,0,1,1,0,0,1) ;
    22. d3d_model_vertex_normal_texture(mo_base[a], 9,31,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 9,31,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],19,19,0,1,1,0,0,1) ;
    23. d3d_model_vertex_normal_texture(mo_base[a],19,19,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 9,31,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],19,19,0,1,1,0,0,1) ;
    24. d3d_model_vertex_normal_texture(mo_base[a], 5,40,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 5,40,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a], 9,31,0,1,1,0,0,1) ;
    25. d3d_model_vertex_normal_texture(mo_base[a], 9,31,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 5,40,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 9,31,0,1,1,0,0,1) ;
    26. d3d_model_vertex_normal_texture(mo_base[a], 2,49,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 2,49,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a], 5,40,0,1,1,0,0,1) ;
    27. d3d_model_vertex_normal_texture(mo_base[a], 5,40,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 2,49,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 5,40,0,1,1,0,0,1) ;
    28. d3d_model_vertex_normal_texture(mo_base[a], 0,64,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a], 2,49,0,1,1,0,0,1) ;
    29. d3d_model_vertex_normal_texture(mo_base[a], 2,49,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 2,49,0,1,1,0,0,1) ;
    30. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],51,1,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ;
    31. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],41,4,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],51,1,h,0,0,1) ;
    32. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],30,10,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],41,4,h,0,0,1) ;
    33. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],19,19,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],30,10,h,0,0,1) ;
    34. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],9,31,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],19,19,h,0,0,1) ;
    35. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],5,40,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],9,31,h,0,0,1) ;
    36. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],2,49,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],5,40,h,0,0,1) ;
    37. d3d_model_vertex_normal(mo_ceil[a],64,64,h, 0,0,1); d3d_model_vertex_normal(mo_ceil[a],0,64,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],2,49,h,0,0,1) ;
    38. } else if a=12{ // vorne
    39. d3d_model_vertex_normal_texture(mo_base[a],12,62,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],12,62,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,0,1,1,0,0,1) ;
    40. d3d_model_vertex_normal_texture(mo_base[a],0, 64,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],12,62,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,0,1,1,0,0,1) ;
    41. d3d_model_vertex_normal_texture(mo_base[a],22,59,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],22,59,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],12,62,0,1,1,0,0,1) ;
    42. d3d_model_vertex_normal_texture(mo_base[a],12,62,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],22,59,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],12,62,0,1,1,0,0,1) ;
    43. d3d_model_vertex_normal_texture(mo_base[a],33,53,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,53,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],22,59,0,1,1,0,0,1) ;
    44. d3d_model_vertex_normal_texture(mo_base[a],22,59,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,53,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],22,59,0,1,1,0,0,1) ;
    45. d3d_model_vertex_normal_texture(mo_base[a],44,44,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,44,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],33,53,0,1,1,0,0,1) ;
    46. d3d_model_vertex_normal_texture(mo_base[a],33,53,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,44,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,53,0,1,1,0,0,1) ;
    47. d3d_model_vertex_normal_texture(mo_base[a],54,32,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,32,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],44,44,0,1,1,0,0,1) ;
    48. d3d_model_vertex_normal_texture(mo_base[a],44,44,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,32,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,44,0,1,1,0,0,1) ;
    49. d3d_model_vertex_normal_texture(mo_base[a],58,23,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,23,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],54,32,0,1,1,0,0,1) ;
    50. d3d_model_vertex_normal_texture(mo_base[a],54,32,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,23,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,32,0,1,1,0,0,1) ;
    51. d3d_model_vertex_normal_texture(mo_base[a],61,13,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,13,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],58,23,0,1,1,0,0,1) ;
    52. d3d_model_vertex_normal_texture(mo_base[a],58,23,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,13,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,23,0,1,1,0,0,1) ;
    53. d3d_model_vertex_normal_texture(mo_base[a],64, 0,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],61,13,0,1,1,0,0,1) ;
    54. d3d_model_vertex_normal_texture(mo_base[a],61,13,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,13,0,1,1,0,0,1) ;
    55. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],12,62,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a], 0,64,h,0,0,1) ;
    56. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],22,59,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],12,62,h,0,0,1) ;
    57. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],33,53,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],22,59,h,0,0,1) ;
    58. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],44,44,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],33,53,h,0,0,1) ;
    59. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],54,32,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],44,44,h,0,0,1) ;
    60. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],58,23,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],54,32,h,0,0,1) ;
    61. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],61,13,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],58,23,h,0,0,1) ;
    62. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64, 0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],61,13,h,0,0,1) ;
    63. } else if a=5 { // links
    64. d3d_model_vertex_normal_texture(mo_base[a], 0, 0,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 2,13,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 0, 0,0,1,1,0,1,1) ;
    65. d3d_model_vertex_normal_texture(mo_base[a], 2,13,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 2,13,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 0, 0,h,1,1,0,1,0) ;
    66. d3d_model_vertex_normal_texture(mo_base[a], 2,13,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 5,23,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 2,13,0,1,1,0,1,1) ;
    67. d3d_model_vertex_normal_texture(mo_base[a], 5,23,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 5,23,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 2,13,h,1,1,0,1,0) ;
    68. d3d_model_vertex_normal_texture(mo_base[a], 5,23,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 9,32,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 5,23,0,1,1,0,1,1) ;
    69. d3d_model_vertex_normal_texture(mo_base[a], 9,32,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 9,32,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 5,23,h,1,1,0,1,0) ;
    70. d3d_model_vertex_normal_texture(mo_base[a], 9,32,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],19,44,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 9,32,0,1,1,0,1,1) ;
    71. d3d_model_vertex_normal_texture(mo_base[a],19,44,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],19,44,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a], 9,32,h,1,1,0,1,0) ;
    72. d3d_model_vertex_normal_texture(mo_base[a],19,44,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],30,53,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],19,44,0,1,1,0,1,1) ;
    73. d3d_model_vertex_normal_texture(mo_base[a],30,53,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],30,53,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],19,44,h,1,1,0,1,0) ;
    74. d3d_model_vertex_normal_texture(mo_base[a],30,53,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],41,59,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],30,53,0,1,1,0,1,1) ;
    75. d3d_model_vertex_normal_texture(mo_base[a],41,59,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],41,59,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],30,53,h,1,1,0,1,0) ;
    76. d3d_model_vertex_normal_texture(mo_base[a],41,59,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],51,62,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],41,59,0,1,1,0,1,1) ;
    77. d3d_model_vertex_normal_texture(mo_base[a],51,62,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],51,62,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],41,59,h,1,1,0,1,0) ;
    78. d3d_model_vertex_normal_texture(mo_base[a],51,62,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],51,62,0,1,1,0,1,1) ;
    79. d3d_model_vertex_normal_texture(mo_base[a],64,64,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,1,1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],51,62,h,1,1,0,1,0) ;
    80. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],2,13,h,0,0,1) ;
    81. d3d_model_vertex_normal(mo_ceil[a],2,13,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],5,23,h,0,0,1) ;
    82. d3d_model_vertex_normal(mo_ceil[a],5,23,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],9,32,h,0,0,1) ;
    83. d3d_model_vertex_normal(mo_ceil[a],9,32,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],19,44,h,0,0,1) ;
    84. d3d_model_vertex_normal(mo_ceil[a],19,44,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],30,53,h,0,0,1) ;
    85. d3d_model_vertex_normal(mo_ceil[a],30,53,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],41,59,h,0,0,1) ;
    86. d3d_model_vertex_normal(mo_ceil[a],41,59,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],51,62,h,0,0,1) ;
    87. d3d_model_vertex_normal(mo_ceil[a],51,62,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,64,h,0,0,1) ;
    88. } else if a=10 { // rechts
    89. d3d_model_vertex_normal_texture(mo_base[a], 0, 0,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0, 0,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],12, 1,0,1,1,0,0,1) ;
    90. d3d_model_vertex_normal_texture(mo_base[a],12, 1,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0, 0,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],12, 1,0,1,1,0,0,1) ;
    91. d3d_model_vertex_normal_texture(mo_base[a],12, 1,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],12, 1,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],22, 4,0,1,1,0,0,1) ;
    92. d3d_model_vertex_normal_texture(mo_base[a],22, 4,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],12, 1,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],22, 4,0,1,1,0,0,1) ;
    93. d3d_model_vertex_normal_texture(mo_base[a],22, 4,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],22, 4,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],33,10,0,1,1,0,0,1) ;
    94. d3d_model_vertex_normal_texture(mo_base[a],33,10,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],22, 4,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,10,0,1,1,0,0,1) ;
    95. d3d_model_vertex_normal_texture(mo_base[a],33,10,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,10,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],44,19,0,1,1,0,0,1) ;
    96. d3d_model_vertex_normal_texture(mo_base[a],44,19,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],33,10,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,19,0,1,1,0,0,1) ;
    97. d3d_model_vertex_normal_texture(mo_base[a],44,19,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,19,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],54,31,0,1,1,0,0,1) ;
    98. d3d_model_vertex_normal_texture(mo_base[a],54,31,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],44,19,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,31,0,1,1,0,0,1) ;
    99. d3d_model_vertex_normal_texture(mo_base[a],54,31,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,31,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],58,40,0,1,1,0,0,1) ;
    100. d3d_model_vertex_normal_texture(mo_base[a],58,40,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],54,31,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,40,0,1,1,0,0,1) ;
    101. d3d_model_vertex_normal_texture(mo_base[a],58,40,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,40,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],61,50,0,1,1,0,0,1) ;
    102. d3d_model_vertex_normal_texture(mo_base[a],61,50,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],58,40,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,50,0,1,1,0,0,1) ;
    103. d3d_model_vertex_normal_texture(mo_base[a],61,50,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,50,0,1,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,1,1,0,0,1) ;
    104. d3d_model_vertex_normal_texture(mo_base[a],64,64,h,1,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],61,50,h,1,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,1,1,0,0,1) ;
    105. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],0 ,0 ,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],12, 1,h,0,0,1) ;
    106. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],12,1 ,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],22, 4,h,0,0,1) ;
    107. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],22,4 ,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],33,10,h,0,0,1) ;
    108. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],33,10,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],44,19,h,0,0,1) ;
    109. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],44,19,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],54,31,h,0,0,1) ;
    110. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],54,31,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],58,40,h,0,0,1) ;
    111. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],58,40,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],61,50,h,0,0,1) ;
    112. d3d_model_vertex_normal(mo_ceil[a],0,64,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],61,50,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,64,h,0,0,1) ;
    113. } else
    114. { // regular block models
    115. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,64,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a], 0,64,h,0,0,1) ;
    116. d3d_model_vertex_normal(mo_ceil[a],0,0,h, 0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,0,h,0,0,1) ; d3d_model_vertex_normal(mo_ceil[a],64,64,h,0,0,1) ;
    117. if a&4=4 {
    118. d3d_model_vertex_normal_texture(mo_base[a],64,64,h,0,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,0,1,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,0,0,1,0,0,1) ;
    119. d3d_model_vertex_normal_texture(mo_base[a],0, 64,h,0,1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,h,0,1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,64,0,0,1,0,0,1) ;
    120. } if a&8=8 {
    121. d3d_model_vertex_normal_texture(mo_base[a],64,64,h,1,0,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,0,1,0,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,0,1,0,0,1,1) ;
    122. d3d_model_vertex_normal_texture(mo_base[a],64, 0,h,1,0,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],64, 0,0,1,0,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],64,64,h,1,0,0,1,0) ;
    123. } if a&2=2 {
    124. d3d_model_vertex_normal_texture(mo_base[a],64,0,h,0,-1,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,0,0,0,-1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],64,0,0,0,-1,0,1,1) ;
    125. d3d_model_vertex_normal_texture(mo_base[a],0, 0,h,0,-1,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a], 0,0,0,0,-1,0,0,1) ; d3d_model_vertex_normal_texture(mo_base[a],64,0,h,0,-1,0,1,0) ;
    126. } if a&1=1 {
    127. d3d_model_vertex_normal_texture(mo_base[a],0,64,h,-1,0,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],0,64,0,-1,0,0,1,1) ; d3d_model_vertex_normal_texture(mo_base[a],0, 0,0,-1,0,0,0,1) ;
    128. d3d_model_vertex_normal_texture(mo_base[a],0, 0,h,-1,0,0,0,0) ; d3d_model_vertex_normal_texture(mo_base[a],0,64,h,-1,0,0,1,0) ; d3d_model_vertex_normal_texture(mo_base[a],0, 0,0,-1,0,0,0,1) ;
    129. }
    130. }
    131. d3d_model_primitive_end(mo_base[a])
    132. d3d_model_primitive_end(mo_ceil[a])
    133. }
    Alles anzeigen
  • Eigentlich kann man sagen, du solltest am ehesten darauf achten, die Polygone gering zu halten. Von Primitives werden dir die meisten abraten. Ich möchte jetzt nicht sagen, dass man so wenig Models wie möglich nutzen sollte, weil das schlicht von der Situation abhängt. Soll heißen, dass es wenig Sinn macht, ein riesengroßes Model zu nehmen, wenn man davon nichtsichtbare Teile nicht ausblenden kann.
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