SpiderPig Posted November 23, 2023 Share Posted November 23, 2023 I'm rendering two worlds to two separate windows with a UI overlay. The moment I render the 2nd world it cause FPS to drop and rendering is very choppy in both windows. I've also noticed that the window position in CreateWindow() seems to have no effect. #include "UltraEngine.h" using namespace UltraEngine; #define RENDERLAYER_1 2 #define RENDERLAYER_2 4 int main(int argc, const char* argv[]) { auto displays = GetDisplays(); //WINDOW A auto window = CreateWindow("WindowA", 0, 0, 512, 512, displays[0]); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); world->RecordStats(true); auto font = LoadFont("Fonts/arial.ttf"); auto camera = CreateCamera(world); camera->SetPosition(0, 0, -2); auto ui_camera = CreateCamera(world, UltraEngine::PROJECTION_ORTHOGRAPHIC); ui_camera->SetRenderLayers(RENDERLAYER_1); ui_camera->SetPosition(framebuffer->size.x / 2.0f, framebuffer->size.y / 2.0f); ui_camera->SetClearMode(UltraEngine::CLEAR_DEPTH); auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0); ui->SetRenderLayers(RENDERLAYER_1); //WINDOW B auto worldB = CreateWorld(); worldB->RecordStats(true); auto windowB = CreateWindow("WindowB", 800, 0, 512, 512, displays[0]); auto framebufferB = CreateFramebuffer(windowB); auto cameraB = CreateCamera(worldB); cameraB->SetPosition(0, 0, -2); auto ui_cameraB = CreateCamera(worldB, UltraEngine::PROJECTION_ORTHOGRAPHIC); ui_cameraB->SetRenderLayers(RENDERLAYER_2); ui_cameraB->SetPosition(framebufferB->size.x / 2.0f, framebufferB->size.y / 2.0f); ui_cameraB->SetClearMode(UltraEngine::CLEAR_DEPTH); auto uiB = CreateInterface(worldB, font, framebufferB->size); uiB->background->SetColor(0, 0, 0, 0); uiB->SetRenderLayers(RENDERLAYER_2); auto fpsA = CreateLabel("FPS : 0", 10, 10, 100, 20, ui->root); auto fpsB = CreateLabel("FPS : 0", 10, 10, 100, 20, uiB->root); auto boxA = CreateBox(world); boxA->SetColor(1, 0, 0); auto boxB = CreateBox(worldB); boxB->SetColor(0, 1, 0); while (true) { while (UltraEngine::PeekEvent()) { auto event = UltraEngine::WaitEvent(); switch (event.id) { case UltraEngine::EVENT_WINDOWCLOSE: if (event.source == window) { return 0; } break; } ui->ProcessEvent(event); uiB->ProcessEvent(event); } fpsA->SetText("FPS : " + WString(world->renderstats.framerate)); fpsB->SetText("FPS : " + WString(worldB->renderstats.framerate)); boxA->Turn(0.1f, 0.1f, 0.2f); boxB->Turn(0.2f, 0.1f, 0.1f); worldB->Update(); worldB->Render(framebufferB, false); world->Update(); world->Render(framebuffer, false); } return 0; } Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted November 23, 2023 Solution Share Posted November 23, 2023 I would expect real-time rendering to two framebuffers to be terrible, because the rendering thread has to stop and sync with the culling thread to handle the changed world it is working with. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted November 23, 2023 Author Share Posted November 23, 2023 Thanks, I'll try a different approach then. Quote Link to comment Share on other sites More sharing options...
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