source: GTP/trunk/App/Demos/Vis/KdTreeDemo/README.txt @ 1496

Revision 1496, 12.2 KB checked in by giegl, 18 years ago (diff)
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[1273]1MANPAGE FOR TestKdTree
2
3NAME
4  TestKdTree.exe
5
6SYNOPSIS
7  TestKdTree [options]
8
9COMMAND LINE OPTIONS
10  -o <filename>, --outfile <filename>
11    Save a recorded demo to file <filename>.
12    See DEMOS for details
13
14  -i <filename>, --infile <filename>
15    Load a demo created by the application from file <filename>.
16    See DEMOS for details.
17
18  -l <filename>, --logfile <filename>
19    Save the FPS log of a demo benchmark in file <filename>. The log is saved
20    as a CSV text file. See DEMOS for details.
21    To have any effect, requires --demomode.
[1296]22   
23  -f, --faststart
24    Skip Ogre startup dialog. A valid ogre.cfg file must exist in the working
25    directory, otherwise the program will abort.
[1273]26
27  -d, --demomode
28    Start the application in demomode. See DEMOS for details.
29    Requires --infile, otherwise no benchmark is run.
[1296]30   
31  -b, --burnin
32    Run a burn-in demo, i.e. loop the demo until ESC is pressed. Requires
[1300]33    --demomode. When --logfile is specified, the result of each run will be
34    saved.
[1273]35
36  -s <sm_id>, --scenemgr <sm_id>
37    Use specified scene manager. So far, the following scene managers are
38    supported:
39      KdTreeSceneManager            sm_id=KDT (DEFAULT)
40      KdTerrainSceneManager         sm_id=KTE
41      OcclusionCullingSceneManager  sm_id=OCM
42      OctreeSceneManager            sm_id=OCT
43      TerrainSceneManager           sm_id=TER
44      DefaultSceneManager           sm_id=GEN
45
46  -r <rm_id>, --rendermode <rm_id>
47    Use specified rendermode within the scene manager, if supported:
48      Internal Frustum Culling      rm_id=INT (KDT, KTE)
49      View Frustum Culling          rm_id=VFC (KDT, KTE, OCM)
50      Stop and Wait Culling         rm_id=SWC (KDT, KTE, OCM)
51      Coherent Hierarchical Culling rm_id=CHC (KDT, KTE, OCM) (DEFAULT)
52    Setting a rendermode for a scene manager that does not support it has
53    no effect. For supported scene managers, render mode switching is also
54    available ingame (see INGAME COMMANDS).
[1300]55   
56  -v [mode], --viewcells [mode]
57    Set view cell mode. Applies only to scenes where view cells can be loaded
58    (see CONFIG FILE), otherwise has no effect. [mode] is optional.
59    Valid values for [mode] are:
60      0 ... do not use view cells for visibility (same as ommiting -v)
61      1 ... use view cells for visibility (same as -v without parameter)
62      2 ... use view cells and visibility filter
63    These setting can also be changeg ingame (see INGAME COMMANDS).
[1304]64   
65  --nodelrq
66    Do not delete render queue after each frame (which actually is normal
67    Ogre behavior). Deleting the render queue significantly improves framerates
68    when using occlusion culling.
[1273]69
70  --comment
71    Append a comment to the logfile. Requires --logfile to have any effect.
72    (see DEMOS).
[1285]73   
74  --savesceneto <filename>
[1296]75    Specifies file name (with .txt extension) to which the positions of all
76    entities in the scene will be saved. If the filename is appended to
77    the scene parameter in the config file, the entities are loaded at
78    startup
[1273]79
80  The following options apply only to the KDT and KTE scene managers. They have
81  no effect when another scene manager is selected. Besides --enhancevis, they
82  influenc how the KdTree which organizes the scene is built.
83
84  -e, --enhancevis
85    Enable enhanced visibility test (which, sadly, has little or no effect).
86    Only supported with INT render mode.
87    Enhanced visibility tries to abort tree traversal as early as possible by
88    determining if a tree node is fully visible. Then it renders all objects
89    contained within with no further traversal or visibility tests. This
90    setting can also be changed ingame (see INGAME COMMANDS).
91
92  --buildmode <bm_id>
93    Select the mode of building the KdTree.
[1304]94      Priority Queue    bm_id=PQ
95      Recursive         bm_id=RE (DEFAULT)
[1273]96    This setting can also be changed ingame (see INGAME COMMANDS).
97
98  --maxdepth <n>
99    Limit the maximum depth of the kdtree. The default n is 12. A complete
100    KdTree with depth n has 2^n leaves and 2^(n+1)-1 total nodes. However,
101    depending on the structure of the underying scene, a typical KdTree has
102    far less nodes.
103
104  --kt
105  --ki
106    These parameters define the two "magic numbers" used by the SAH algorithm
107    to determine the cost of splitting a node. In simple terms, KT is the cost
108    of traversing a node on the way down while KI is the cost of intersecting
109    (rendering) a leaf node. KI is multiplied with the number and size of
110    objects within the leaf. The default values are KT=2.0 and KI=1.0, since
111    they seem to produce acceptable trees.
112
113CONFIG FILE
114  The config file must have the name "testKdTree.cfg" and be found in the same
115  directory as the TestKdTree executable. It is used mainly for configuring
116  the simple test scene details. The config file has the following options:
117    scene:  Select the scene which shall be loaded.
118            If the parameter is empty or missing, the simple test scene is
[1285]119            loaded (spaceships & robots on a plane).
120            Otherwise the parameter is interpreted as a semicolon-separated
121            list of scene files to load. So far the application supports the
122            following formats:
[1296]123              .iv, .wrl:  Mesh files like the vienna scene.
[1300]124              .cfg:       Config files for terrain creation. You need to
125                          specify an appropriate scene manager which supports
126                          terrain world geometry rendering (KTE, OCM, TER).
[1296]127              .txt:       Text file created by the application which store
128                          positions of entites (small movable objects)
129    viewcells:
130            Load preprocessed PVS from file. Has no effect for terrain and
131            simple scenes.
[1273]132    movespeed, rotatespeed:
133            Set the speed of movement and rotation for the player camera.
134            Movespeed is world units per second, rotatespeed is degrees per
135            second.
136  The following options apply only to the simple test scene:
137    planedim:
138            Size of the base plane
139    randomcount:
140            Number of randomly placed object of each class to generate
141    count, spacing:
142            Number of robots placed in a grid in the center of the scene.
143            Actual number is count^2. Spacing denotes the distance between two
144            robots in a row or column.
145    radius, period:
146            Distance from scene origin and time to complete one circle for the
147            moving robot.
148    shadows:
149            on enables shadows
150    selectentities:
[1300]151            Sum up the following numbers to select which entities will appear
152            in the scene:
[1273]153              1  robots in grid
154              2  randomly placed robots
155              4  randomly placed spaceships
156              8  moving robot
157              16 base plane
158            So, e.g., 22 is plane with random robots and space ships
159
160INGAME COMMANDS
161
162  ESC   Exit the program
163
164  The following commands can be used from within the game when --demomode
165  is NOT specified:
166
167  Visualisation:
168    F2  Toggle Visualisation camera (lower right): Boxes-Objects-Off-...
169        Works diffently, depending on selected scene manager
170    F3  Toggle Node Visualisation:  Highlighted-All-Off-...
171        Works diffently, depending on selected scene manager
172    F4  Toggle between nodes and bounding box heirarchy (KDT and KTE only)
173    3,4 Decrease/Increase KdTree level which to highlight (KDT and KTE only)
174    B   Show bounding boxes of all objects
175
176  Demos:
177    F5  Start/Stop recoring demo
178    F6  Save recorded demo
179    F9  Start/Stop demo playback
180
181  KdTree building:
182    1,2         Decrease/Increase maximum depth
183    5,6         Decrease/Increase KT
184    7,8         Decrease/Increase KI
185    0           Toggle build mode (Recursive, Priorty Queue)
186    BACKSPACE   Rebuild KdTree with the settings from above.
187
188  Movement:
189    U           Toggle free move, stick to ground
190    W,A,S,D     Forward, Strafe Left, Back, Strafe Right
191    UP,DOWN     Forward, Back
192    LEFT,RIGHT  Turn Left, Turn Right
193    PGUP,PGDOWN Up, Down (when in free move mode)
194    I           Toggle Vis Camera follow, free
195    NUM+,NUM-   Zoom Vis Camera
196    NUM{8,2,4,6}Move vis camera up, down, left right (when free)
197
198  Rendering:
199    SPACE Toggle render mode for (KDT, KTE, OCM), see --rendermode
200    V     Toggle enhanced visibility for (KDT, KTE), see --enhancevis
201    R     Toggle OpenGL/Direct3D render mode (Full, Line, Point)
202    T     Toggle OpenGL/Direct3D texture filtering (Bilinear, Trilinear, Aniso)
[1300]203    C     Toggle use view cells from PVS (load on demand)
[1296]204    X     Toggle use visibility filter (whatever that is)
[1273]205
206  Other:
207    M     Toggle between buffered and unbuffered mouse input
208    K     Toggle between buffered and unbuffered keyboard input
209    F     Show/Hide overlays
210    P     Show/Hide player cam position
211    PRINT Save sceen shot
[1296]212    F7    Save Entities in the scene to file
213    F8    Generate random entities for terrain scene
[1273]214
215DEMOS
216  The program has the ability to record, save and load demos, i.e. a path
217  through the scene. The program can save demos in two formats:
218  ASCII (extension .txt) and binary (extension .bin). The file name must
219  have one of these extensions and the format is selected by the program
220  accordingly.
221  Within the program, a demo can be recorded at any time (except when playing
222  back another demo) by pressing the F5 button. A record indicator appears on
223  the top of the screen. By pressing F5 again, the recording is stopped.
224  Pressing F9 will play back the recorded demo and return the player camera to
225  the previous position when it's done. The playback can be stopped by pressing
226  F9.
227  If the demo shall be permanently stored, the program must be launched with
228  the --outfile option, specifying a file to which the demo will be saved. The
[1300]229  file name must have on of the above mentioned extensions. If the file
230  allready exists and a demo is saved, it will be overwritten. To save a
231  recorded demo, simply press F6 to store it in the file. If a demo has been
232  allready stored in this session, it will be overwritten.
[1273]233  It is recommended to limit the framerate of the application (e.g. by enabling
234  vsync) when recording a demo, since it will produce smaller files.
235  To load a demo from a file, specify it with the --infile command line option.
236  To run a benchmark, a prerecorded demo must be loaded. Also, a logfile has to
[1300]237  be specified using the --logfile option. Finally the --demomode option must
238  be set. The program starts with disabled user input and no overlays. After an
[1273]239  initial 5 second delay, to stabilize the framerate and preload the scene, the
240  demo is played back and the framerate and other statistics are recored. Then
241  the program exits and writes the stats to the logfile. The benchmark can be
242  interrupted with the ESC key, but then no statistics are recorded.
243  The logfile is in CSV format for easy evaluation in spreadsheet applications.
244  The first row is the header consisting of:
245    The name of the demo file which was used for this benchmark
246    Timestamps of each FPS capture (starting with 0, in seconds)
247    Min, Avg, Max FPS headers
248    Total frames and total time headers
249    Comment header
250  The consecutive rows are filled with demo data, one row per benchmark run,
251  with the settings used for building and rendering in the first column.
252  If the specified logfile does not exist, it is created including the headers.
253  If a log file with the specified name does exists, it is checked if the demo
[1300]254  file used in the logfile corresponds with the demo file used in this
255  benchmark run. If the names do not match, or if the logfile cannot be read or
256  written to, the demo is executed but no stats are written. Additionaly, an
257  error message is written to "Ogre.log". However, if the log file exists and
258  the demo name matches, the resulst are appended to the existing logfile,
259  allowing for easy comparison of different settings and options.
[1273]260
261BUGS
[1300]262  Mysterious and serious (sometimes bluescreen) crashes due to an error in the
263  nVidia display driver (nv4_disp.dll). Occur with the following combination:
264  Direct3D Render Manager + terrain rendering with OCM or KTE +
265  hardware occlusion culling enabled (CHC, possibly also SWC) + demo playback.
266  Not tested on other hardware (e.g. ATI cards). Not exactly repeatable,
267  crashes in different places during playback or not at all.
[1273]268
269AUTHOR
270  Martin Szydlowski <msz@seclab.tuwien.ac.at>
271 
272LICENSE
[1496]273  GameTools
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