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Posted: Thu Oct 21, 2004 6:34 pm
by taylor
Moonsword wrote:What is the IBX code and what does it do?
When a model is loaded in HTL mode it runs through all of the vertices on that model and filters down the list. This list has most of the redundant information removed and is then made into an index buffer to be sent to the video card for rendering. While this makes rendering faster, it's really slow to filter down the list. Since the filtered list is always the same for a given model the IBX code will save the buffer out to a file so that it doesn't have to regenerate the same information on each level load. IBX files are automatically generated and stored in data/cache/ where they will try to be used during the next mission load. This way you get faster rendering and since the buffer doesn't have to be generated every time you get faster level loads too.
Posted: Thu Oct 21, 2004 6:44 pm
by The Trivial Psychic
Another question:
When I started noticing the warp bug, I also noticed the additional command line option of -tbpwarp. Now, on the outside chance that this was the 3D warp option I tried it, but found no noticable change. By the name, I would surmize that this has something to do with The Babylon Project.
Later!
Posted: Thu Oct 21, 2004 6:49 pm
by liberator
Here's a dumb question, is it possible that POFs will be tossed sometime in the future in favor of some solution utilizing the IBX files? Note, I'm not asking for anything, just wondering if POFs are on the endangered species list?
Posted: Thu Oct 21, 2004 6:58 pm
by Moonsword
So that's what that crap in my data foler was... oops...
Posted: Thu Oct 21, 2004 7:22 pm
by taylor
liberator wrote:Here's a dumb question, is it possible that POFs will be tossed sometime in the future in favor of some solution utilizing the IBX files? Note, I'm not asking for anything, just wondering if POFs are on the endangered species list?
IBX files are just an extention to what's in the POFs, not a replacement. In a perfect world it should be the other way around with POFs incorporating the functionality of the IBX code but that's a much more difficult task.
Moonsword wrote:So that's what that crap in my data foler was... oops...
Deleting them just makes levels load slower but doesn't hurt anything. It will just recreate them automatically on the next level load. IBX is designed to live forever!
(insert Dr. Evil laugh)
Posted: Thu Oct 21, 2004 7:31 pm
by Moonsword
And this is in Goober's latest build, evidently...
Posted: Thu Oct 21, 2004 11:47 pm
by Goober5000
IBX is. Not the pilot stuff.
-tbp AFAIK doesn't do anything. It's a placeholder for when they make a jumpgate-style warp effect.
Posted: Thu Oct 21, 2004 11:52 pm
by Moonsword
And that's what I was talking about. I deleted all of them, then they were back all of a sudden.
Posted: Thu Oct 21, 2004 11:54 pm
by Flipside
IIRC nobody will notice the IBX changeover. It will be designed in such a way as you create normal .pof files and the game will convert them on the first load and save them again.
I don't, however, know what impact this may have on Modelview etc? It may be needed that we keep a seperate 'POF' folder for model editing?
Posted: Thu Oct 21, 2004 11:56 pm
by Taristin
But IBX data is stored in seperate files, not in the pof...
Posted: Thu Oct 21, 2004 11:57 pm
by Goober5000
It doesn't delete the POF files... otherwise there would be nothing to convert from if it couldn't find an IBX. It updates the IBX file if the POF was changed.
As you said, it's designed to be invisible. Even for modders.

Posted: Thu Oct 21, 2004 11:58 pm
by Flipside
Ah, I see, misundersatood there
Thanks

Posted: Fri Oct 22, 2004 12:08 am
by Moonsword
The only reason I found it was I had a data problem with a mod, found something unfamiliar in the data directory, and yanked it... hard.
Posted: Fri Oct 22, 2004 12:24 am
by Taristin
Just like cockroaches, the IBX files will be back

Posted: Fri Oct 22, 2004 12:31 am
by Moonsword
Yeah, I noticed.