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hi every body!
i have four camera in my game project.
they positioned in the center of sphere area and they look at their specific area.(each of them look at 1/4 sphere)
when i want do something in my game(like: moving ,firing and etc) i want see it's effect in all of camera(example: if i move forward to a tree,the front camera go near and near to the tree but the behind camera go away. my mean is my actor have four eye front and back with high quality render).
so the problem is there:
the mount of data for process is so much.and gpu can't process them.
even i want increase my camera.
my idea is before the data insert into the graphic card unit.i catch each camera's data and send them for another system in network and its gpu process it.
now how do that? how i keep synchronize problem.

i put my question every site or every place but any body answer me :(
Posted 13-Jun-12 2:07am
Updated 13-Jun-12 2:35am
CDP1802 18-Jun-12 10:23am
Sorry, but I can't make much sense out of most things you write. What I do understand is the following:

- You want to render the scene from four perspectives. You must set up four different render targets and then render the scene to each render target, using a different camera for each one.

- How do you want to present the four render targets when finished? In the end you will have to transfer the four images to the main rendering buffer in some way.

- Sending the entire scene over a network, letting another computer render a perspective, send the results back and all that in the short time you have for each frame is no good idea. Do you really want to write something that can only be used by people who have a suitable network at home? How do you want to deal with different hardware configurations (and the resulting differences in rendering quality) on the computers in the network?

Try to go the other way. Optimize the rendering code so that the GPU is up to the task of rendering your four perspectives. Identify the parts that cost too much time and find a compromise between quality and speed. Too many polygons in the models? Then reduce them. Textures too big? Then use smaller ones and save the GPU some time interpolating them. The shaders are too demanding? Then use other shaders which yield most of the quality with less effort. And optimize the data structures you use to organize your objects with. The more time the CPU needs, the less time is left for the GPU to render.

This content, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

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