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