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Text Object animation slowing down A LOT the FPS
If you add an animation to a text object of even to a normal object that have a text parented to them, the Frames per Second will go crazy. Rasterizer... In my tests, I don't needed too much to make blender crash by animating a text. Just a single text with a simple animation.
I made a blendfile to show the problem: http://pasteall.org/blend/index.php?id=50025
Press P and enjoy your entirely computer crashing and stopping responding.
Scaling text in game has always been super expensive, Not sure exactly why.
On Fri, Jul 27, 2018, 11:17 AM Uniday Studio [email protected] wrote:
If you add an animation to a text object of even to a normal object that have a text parented to them, the Frames per Second will go crazy. Rasterizer... In my tests, I don't needed too much to make blender crash by animating a text. Just a single text with a simple animation.
I made a blendfile to show the problem: http://pasteall.org/blend/index.php?id=50025
Press P and enjoy your entirely computer crashing and stopping responding.
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The font object resolution is linked to its scale to keep the same resolution whatever the scale. Changing the resolution means use a new font texture (if not cached) computed from the font file.
To solve this issue the resolution should be fixed, but i guess that the user also want it to be updated with the scale. So I think it will end with an option.
Would be cool to see some better options available like dynamic mesh fonts or distance field text rendering (with user defined font texture resolution).
@adriansnetlis, @UnidayStudio : Do you have suggestion about options ?
I'm thinking about a Constant Resolution
or Fixed Resolution
option which mimic the previous behaviour.
@panzergame Some ideas:
- Add an option for constant resolution.
- Only change the resolution when the object is not being animated.
- Don't change at every frame. So if the user resizes the text in a frame, change the resolution and activate a flag/timer flag. So the font will be only changes after 0,5 - 1 sec, or after 30 - 60 frames. For example.
- Or even better: calculate a marging for the font resolution: For the resolution X, the scale can be something between 0.5 and 1.0. For the resolution Y, the scale can be 1.0 - 1.5. Etc. So the engine only have to change the font when these margin is passed.
@adriansnetlis, @BluePrintRandom : Could you merge some of your ideas or approve some please ?
@panzergame @adriansnetlis @BluePrintRandom any news about this issue?
Render the text to a texture and then animate the object containing the text material?
On Sun, Dec 2, 2018, 3:02 PM Uniday Studio <[email protected] wrote:
@panzergame https://github.com/panzergame @adriansnetlis https://github.com/adriansnetlis @BluePrintRandom https://github.com/BluePrintRandom any news about this issue?
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