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  • What is the difference between cubes and the Unified Dimensional Model (if any)?

    - by ngm
    I'm currently researching SQL Server 2008 as a business intelligence solution, and currently looking at Analysis Services (and I'm pretty new to business intelligence as a whole...) I'm a bit confused by some of the terms in SSAS, particularly the conceptual differences between cubes and MS's Unified Dimensional Model. I believe that a cube in SSAS is basically an OLAP cube -- dimensions, measures, something that sits between the underlying data source and a business user. But then that's kind of what I understand UDM to be as well. The docs for SQL Server 2005 seem to suggest as much: "A cube is essentially synonymous with a Unified Dimensional Model (UDM)". But then the SQL Server 2008 pages sort of suggest that UDM is a wrapper for both multidimensional data (cubes) and relational data: "Use the Unified Dimensional Model to provide one consolidated business view for relational and multidimensional data that includes business entities, business logic, calculations, and metrics." This blog post suggests similarly: "UDM provides a single dimensional model for all OLAP analysis and relational reporting needs. So you can use either MDX or SQL" Is UDM something that sits above cubes? Or are they the same thing? I presume I would develop cubes with the Cube Designer application; what would I develop a UDM with?

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  • Issue with transparent texture on 3D primitive, XNA 4.0

    - by Bevin
    I need to draw a large set of cubes, all with (possibly) unique textures on each side. Some of the textures also have parts of transparency. The cubes that are behind ones with transparent textures should show through the transparent texture. However, it seems that the order in which I draw the cubes decides if the transparency works or not, which is something I want to avoid. Look here: cubeEffect.CurrentTechnique = cubeEffect.Techniques["Textured"]; Block[] cubes = new Block[4]; cubes[0] = new Block(BlockType.leaves, new Vector3(0, 0, 3)); cubes[1] = new Block(BlockType.dirt, new Vector3(0, 1, 3)); cubes[2] = new Block(BlockType.log, new Vector3(0, 0, 4)); cubes[3] = new Block(BlockType.gold, new Vector3(0, 1, 4)); foreach(Block b in cubes) { b.shape.RenderShape(GraphicsDevice, cubeEffect); } This is the code in the Draw method. It produces this result: As you can see, the textures behind the leaf cube are not visible on the other side. When i reverse index 3 and 0 on in the array, I get this: It is clear that the order of drawing is affecting the cubes. I suspect it may have to do with the blend mode, but I have no idea where to start with that.

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • get output of last Process on SSAS cube

    - by Raj More
    I have processed a SSAS cube. After it was done processing, I hit the close button - and then realized that I should have saved the output. I think SSAS stores the processing log as a text or XML file, but I do not know what folder to look into. Can someone direct me to retrieving processing logs?

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  • How to create following cube?

    - by Itsgkiran
    Hi! For example........... Database Table: BatchID BatchName Chemical Value -------------------------------------------------------- BI-1 BN-1 CH-1 1 BI-2 BN-2 CH-2 2 -------------------------------------------------------- I need to display following cube BI-1 BI-2 BN-1 BN-2 ----------------------------------------- CH-1 1 null ------------------------------------------ CH-2 null 2 ------------------------------------------ Here BI-1,BN-1 are two rows in a single columns i need to display chemical value as row of that. What is query MDX query for this. Could Please help me to solve this problem. Thank You.

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  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • What data structures and algorithms are applied within data warehouse cubes?

    - by Jeff Meatball Yang
    I understand that cubes are optimized data structures for aggregating and "slicing" large amounts of data. I just don't know how they are implemented. I can imagine a lot of this technology is proprietary, but are there any resources that I could use to start implementing my own cube technology? Set theory and lots of math are probably involved (and welcome as suggestions!), but I'm primarily interested in implementations: the data structures and query algorithms. Thanks!

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  • How do I make this nested for loop, testing sums of cubes, more efficient?

    - by Brian J. Fink
    I'm trying to iterate through all the combinations of pairs of positive long integers in Java and testing the sum of their cubes to discover if it's a Fibonacci number. I'm currently doing this by using the value of the outer loop variable as the inner loop's upper limit, with the effect being that the outer loop runs a little slower each time. Initially it appeared to run very quickly--I was up to 10 digits within minutes. But now after 2 full days of continuous execution, I'm only somewhere in the middle range of 15 digits. At this rate it may end up taking a whole year just to finish running this program. The code for the program is below: import java.lang.*; import java.math.*; public class FindFib { public static void main(String args[]) { long uLimit=9223372036854775807L; //long maximum value BigDecimal PHI=new BigDecimal(1D+Math.sqrt(5D)/2D); //Golden Ratio for(long a=1;a<=uLimit;a++) //Outer Loop, 1 to maximum for(long b=1;b<=a;b++) //Inner Loop, 1 to current outer { //Cube the numbers and add BigDecimal c=BigDecimal.valueOf(a).pow(3).add(BigDecimal.valueOf(b).pow(3)); System.out.print(c+" "); //Output result //Upper and lower limits of interval for Mobius test: [c*PHI-1/c,c*PHI+1/c] BigDecimal d=c.multiply(PHI).subtract(BigDecimal.ONE.divide(c,BigDecimal.ROUND_HALF_UP)), e=c.multiply(PHI).add(BigDecimal.ONE.divide(c,BigDecimal.ROUND_HALF_UP)); //Mobius test: if integer in interval (floor values unequal) Fibonacci number! if (d.toBigInteger().compareTo(e.toBigInteger())!=0) System.out.println(); //Line feed else System.out.print("\r"); //Carriage return instead } //Display final message System.out.println("\rDone. "); } } Now the use of BigDecimal and BigInteger was delibrate; I need them to get the necessary precision. Is there anything other than my variable types that I could change to gain better efficiency?

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  • AABB > AABB collision response?

    - by Levi
    I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with sliding, and y, and z, but I can't do them together, probably because I don't know how to resolve it correctly. e.g. [] [] []^ []O [] O is the player, ^ is the direction the player is moving, with the methods which I was trying I would get stuck between the cubes because the z axis was responding and kicking me out :/. I don't know how to resolve this in all 3 direction, like how would I go about telling which direction I have to resolve in. My previous methods involved me checking 4 points in a axis aligned square around the player, I was checking if these points where inside the cubes and if they where fixing my position, but I couldn't get it working correctly. Help is appreciated. edit: pretend all the blocks are touching.

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Reporting tool for OLAP, *not* OLTP!

    - by Stefan Moser
    I'm looking for a control that I can put on top of an already existing OLAP star schema to allow the user to define their own "queries" and generate reports. Right now I have some predefined reports built on top of the cubes, but I'd like to allow the user to define their own criteria based on the cubes that I've created. I've found lots of products that will allow you to treat a transactional table like an OLAP cube, but nothing specifically for pre-existing cubes. EDIT: Let me be clear, I know there are countless reporting tools out there that claim to report on OLAP cubes. The problem is they all assume they are looking at transactional data and try to create their own cubes. I have tables that contain tens, if not hundreds of millions of records. Most tools crash when handling this much data, the others just run incredible slowly. I don't want a tool that is targeting the business people. I want a tool that understands what a star and snowflake schema is. I want to be able to tell it what the fact tables are and what the dimension tables are, and then creates a UI on top of them. This is an easier problem to solve for the tool vendor because I am spoon feeding them the cubes. I want to rely on the fact that cubes are a standardized pattern and I want a tool that takes advantage of this fact. I want a tool that targets developers and starts with the assumption that I actually know how to manage my data, it just needs to build pretty reports for me and not crumble under the weight of my data.

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  • What methods are used to visualize a 4-dimensional Array?

    - by Atomiton
    An Array ( a row of elements ): [ ][ ][ ][ ][ ][ ] A 2-D Array ( a table ): [ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ] A 3-D Array: //Imagine the above table as a cube ( a table with depth ) How does one visualize a 4-D array? The closest I can come is multiple cubes, so for int[,,,] [5,10,2,7] would be cube 5, row 10, column 2, layer(depth) 7. I'm not sure if this is the best way to visualize a 4-D array, though... and I'm not sure it's the best way to teach it... however it does have the advantage of being extensible ( a row cubes, a table of cubes, a cube of cubes ( 6-d array ) Cubes through time is another way that I can think of it. Am I on the right track here?

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  • Certain transformations in Open Inventor(Coin3D)

    - by Marc
    Hi, I am quite new to Open Inventor(Coin3D) and have the following problem: I have a SoSelection holding a root node(also SoSeparator). And the root node holds a number of SoSeparator nodes. Each of these SoSeparator nodes holds a SoTransform node and a SoCube node. When I select one cube node I want all other cubes within a certain distance to the selected cube to arrange in a circle arround the selected cube. (Moreover all of the cubes should be on a plane than) An additional information: My cubes are always oriented in the camera direction with (cubeTransform_-rotation.connectFrom(&camera_-orientation) Assuming the selected cube is the center of the circle, how do I translate the other cubes in a circle on a plane(perpendicular to the vector between the selected cube and the camera)? Especially how do I find coordinates on the plain on which the circle should be which have a certain distance from the Axis (from center cube to camera). What I already did is to search for the for all cubes within a certain distance as soon as one cube is selected. As a result I already have the required separators (which are holding the according SoTransforms and SoCubes) in a SoPathList. Now I want to arrange the cubes by modifing the according SoTransform-translation values. Regards Mark

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • Master Note for Generic Data Warehousing

    - by lajos.varady(at)oracle.com
    ++++++++++++++++++++++++++++++++++++++++++++++++++++ The complete and the most recent version of this article can be viewed from My Oracle Support Knowledge Section. Master Note for Generic Data Warehousing [ID 1269175.1] ++++++++++++++++++++++++++++++++++++++++++++++++++++In this Document   Purpose   Master Note for Generic Data Warehousing      Components covered      Oracle Database Data Warehousing specific documents for recent versions      Technology Network Product Homes      Master Notes available in My Oracle Support      White Papers      Technical Presentations Platforms: 1-914CU; This document is being delivered to you via Oracle Support's Rapid Visibility (RaV) process and therefore has not been subject to an independent technical review. Applies to: Oracle Server - Enterprise Edition - Version: 9.2.0.1 to 11.2.0.2 - Release: 9.2 to 11.2Information in this document applies to any platform. Purpose Provide navigation path Master Note for Generic Data Warehousing Components covered Read Only Materialized ViewsQuery RewriteDatabase Object PartitioningParallel Execution and Parallel QueryDatabase CompressionTransportable TablespacesOracle Online Analytical Processing (OLAP)Oracle Data MiningOracle Database Data Warehousing specific documents for recent versions 11g Release 2 (11.2)11g Release 1 (11.1)10g Release 2 (10.2)10g Release 1 (10.1)9i Release 2 (9.2)9i Release 1 (9.0)Technology Network Product HomesOracle Partitioning Advanced CompressionOracle Data MiningOracle OLAPMaster Notes available in My Oracle SupportThese technical articles have been written by Oracle Support Engineers to provide proactive and top level information and knowledge about the components of thedatabase we handle under the "Database Datawarehousing".Note 1166564.1 Master Note: Transportable Tablespaces (TTS) -- Common Questions and IssuesNote 1087507.1 Master Note for MVIEW 'ORA-' error diagnosis. For Materialized View CREATE or REFRESHNote 1102801.1 Master Note: How to Get a 10046 trace for a Parallel QueryNote 1097154.1 Master Note Parallel Execution Wait Events Note 1107593.1 Master Note for the Oracle OLAP OptionNote 1087643.1 Master Note for Oracle Data MiningNote 1215173.1 Master Note for Query RewriteNote 1223705.1 Master Note for OLTP Compression Note 1269175.1 Master Note for Generic Data WarehousingWhite Papers Transportable Tablespaces white papers Database Upgrade Using Transportable Tablespaces:Oracle Database 11g Release 1 (February 2009) Platform Migration Using Transportable Database Oracle Database 11g and 10g Release 2 (August 2008) Database Upgrade using Transportable Tablespaces: Oracle Database 10g Release 2 (April 2007) Platform Migration using Transportable Tablespaces: Oracle Database 10g Release 2 (April 2007)Parallel Execution and Parallel Query white papers Best Practices for Workload Management of a Data Warehouse on the Sun Oracle Database Machine (June 2010) Effective resource utilization by In-Memory Parallel Execution in Oracle Real Application Clusters 11g Release 2 (Feb 2010) Parallel Execution Fundamentals in Oracle Database 11g Release 2 (November 2009) Parallel Execution with Oracle Database 10g Release 2 (June 2005)Oracle Data Mining white paper Oracle Data Mining 11g Release 2 (March 2010)Partitioning white papers Partitioning with Oracle Database 11g Release 2 (September 2009) Partitioning in Oracle Database 11g (June 2007)Materialized Views and Query Rewrite white papers Oracle Materialized Views  and Query Rewrite (May 2005) Improving Performance using Query Rewrite in Oracle Database 10g (December 2003)Database Compression white papers Advanced Compression with Oracle Database 11g Release 2 (September 2009) Table Compression in Oracle Database 10g Release 2 (May 2005)Oracle OLAP white papers On-line Analytic Processing with Oracle Database 11g Release 2 (September 2009) Using Oracle Business Intelligence Enterprise Edition with the OLAP Option to Oracle Database 11g (July 2008)Generic white papers Enabling Pervasive BI through a Practical Data Warehouse Reference Architecture (February 2010) Optimizing and Protecting Storage with Oracle Database 11g Release 2 (November 2009) Oracle Database 11g for Data Warehousing and Business Intelligence (August 2009) Best practices for a Data Warehouse on Oracle Database 11g (September 2008)Technical PresentationsA selection of ObE - Oracle by Examples documents: Generic Using Basic Database Functionality for Data Warehousing (10g) Partitioning Manipulating Partitions in Oracle Database (11g Release 1) Using High-Speed Data Loading and Rolling Window Operations with Partitioning (11g Release 1) Using Partitioned Outer Join to Fill Gaps in Sparse Data (10g) Materialized View and Query Rewrite Using Materialized Views and Query Rewrite Capabilities (10g) Using the SQLAccess Advisor to Recommend Materialized Views and Indexes (10g) Oracle OLAP Using Microsoft Excel With Oracle 11g Cubes (how to analyze data in Oracle OLAP Cubes using Excel's native capabilities) Using Oracle OLAP 11g With Oracle BI Enterprise Edition (Creating OBIEE Metadata for OLAP 11g Cubes and querying those in BI Answers) Building OLAP 11g Cubes Querying OLAP 11g Cubes Creating Interactive APEX Reports Over OLAP 11g CubesSelection of presentations from the BIWA website:Extreme Data Warehousing With Exadata  by Hermann Baer (July 2010) (slides 2.5MB, recording 54MB)Data Mining Made Easy! Introducing Oracle Data Miner 11g Release 2 New "Work flow" GUI   by Charlie Berger (May 2010) (slides 4.8MB, recording 85MB )Best Practices for Deploying a Data Warehouse on Oracle Database 11g  by Maria Colgan (December 2009)  (slides 3MB, recording 18MB, white paper 3MB )

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • Using DynamicVertexBuffer in XNA 4.0

    - by Bevin
    I read about DynamicVertexBuffer, and how it's supposed to be better for data that changes often. I have a world built up by cubes, and I need to store the cubes' vertices in this buffer to draw them to the screen. However, not all cubes have vertices (some are air, which is transparent) and not all faces of the cubes need to be drawn either (they are facing each other), so how do I keep track of what vertices are stored where in the buffer? Also, certain faces need to be drawn last, namely the ones with transparency in them (like glass or leaves), and these faces also need to be drawn in a back-to-front order to not mess up the alpha blending. If all of these vertices are stored arbitrarily in this buffer, how do I know what vertices are where? Also, the number of vertices can change, but the DynamicVertexBuffer doesn't seem very dynamic to me, since I can't change it's size at all. Do I have to recreate the buffer every time I need to add or remove faces?

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