Added some basic memory monitoring to help me figure out what's going on.
...and after drawing some more and using a bunch of reduce:
These holes would cause some slowdown with the current system, but I don't think it would be "significant". Also, they shouldn't really appear to this extent without reduction, and people have reported memory bloat and slowdown without it, so I'll just leave the memory monitor up for the initial beta and see if we can get some interesting readings (or perhaps discrepancies with regard to memory usage as reported by task manager).
Post by wikkidwidgets on Mar 25, 2010 19:16:43 GMT 1
Is their a test version you would like us to gather some data from? I haven't had much issues with slowing down since Alpha 3. (well, unless I do something dense like load my entire 1.8 million poly Skeleton.) But even then, its not all that bad for me.
Data gathering will take place once I finish up a presentable beta. It will probably be passed around among just a few people at first to try to catch weird and annoying bugs that would spoil the fun if you tried to actually use it. I will make a thread, don't worry. Almost definitely within one week or less.
Trying some slightly more elaborate painting than this or that quick stroke. Zoomed in and basically pixel-tweaked this shape without much problems. Only using mouse, too.
Obviously no masterpiece, but at least I was able to polish the edges any way I wanted without grief. Minimum brush size needs to be smaller though.
Anyways, a few more glue bits required to get the paint interface screwed together and working. Hopefully that will be done tonight, and then I'll mainly just optimize UV generation tomorrow and we could be on the way to a shaky beta this weekend... or monday.