The video tutorial I did yesterday on the FSDeveloper LiveStream channel about performance related issues for 3D models, is now available on the FSDeveloper Wiki as well. I hope you enjoy the tutorial and that the explanations make things a bit clearer to you.
Video tutorial about performance
Tomorrow there will be another online video tutorial on the FSDeveloper LiveStream channel. The subject of this tutorial is performance for 3D objects and the tutorial will start at 22:00 CET (21:00 UTC). The following topics will be covered: Definition of concepts important for the performance: levels of detail, drawcall and texture vertex Performance tips […]
ModelConverterX and LODs
It’s a little bit ironic, after all the effort I put in the LOD Creator functionality of ModelConverterX. But today I found out that the LODs were not really working in FSX SP2 when you exported the FSX MDL files. This is because of the drawcall batching functionality that I wrote about in the previous […]
LODs versus drawcall batching
Since MS introduced the concept of drawcall batching in SP2 of FSX there has been a lot of discussion going on about levels of details still working or not. In the end it comes down to a choice between either having LODs working for your object or having drawcall batching. The MDL files that the […]
ModelConverterX tutorial on Wiki
The ModelConverterX tutorial I gave this evening on the FSDeveloper LiveStream channel, has also been uploaded to the Wiki now. So on both of these places you can now review this tutorial. Unfortunately I had a few bandwidth problems while recording the tutorial, so I had to restart two times. Sorry for the inconvenience for […]
ModelConverterX video tutorial
Just a little reminder that in two days there will be an online video tutorial about ModelConverterX. I think tutorial I will give a quick introduction to the tool and after that I will show how you can use it to convert old API macros into FSX MDL files or how to import them into […]
ModelConverterX 1.1 available
Just a quick note that a new stable version of ModelConverterX is available. If you have been using the development release lately there is not so much changed, but compared to the last stable release there are loads of improvements. I have also updated the user manual. For the coming time the development of ModelConverterX […]
A sunday morning experiment
By default landclass is defined as grid data within FSX, so that means that for each area of roughly 1.2 x 1.2 kilometre you can define what kind of land usage it has. For some time already I wanted to test what effect landclass polygons would have on the looks of the terrain, so this […]
FSDeveloper video tutorials
This week I came across the Procaster application to stream you desktop to the internet and yesterday I used it to do a interactive video tutorial about GMax on the FSDeveloper channel at Livestream. There was a good audience of about a dozen people, especially when you keep in mind I only announced the event […]
Revival of a tool
Today I made a new version of a small tool I did some time ago. Actually I redesigned it completely from scratch using C# and .NET this time. The tool I am talking about is CompileHelper. This is a small tool to assist developers in compiling their source files. For many developers using command line […]