SpringTank | I thought drawinfo had something special about it that made it render faster or more effeciently. | 00:52 |
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blast007 | you can have LODs with DrawInfo (so you can have different levels of detail at difference distances) | 01:00 |
blast007 | might be something with how it handles triangles too, but I'm not real familiar with it | 01:02 |
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SpringTank | interesting | 01:16 |
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Optic_Delusion | JunkoAkemi[m] my tests indicated 30,000 vertices total vertices is where a map becomes unplayable. | 05:57 |
Optic_Delusion | I would stay under 25,000, if I were you. | 05:58 |
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Optic_Delusion | It sounds like you could benefit a lot by using drawinfo or drivethrough/shootthrough techniques. Build the building using a simple invisible mesh, and send that to collision detection, then drape your drawinfo eye candy over it. | 06:12 |
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blast007 | Optic_Delusion: if you're not using LOD, is there a performance difference between a passable (drivethrough + shootthrough) mesh and a drawInfo mesh? | 09:52 |
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Optic_Delusion | I never tested that, but i believe so. Drawinfo faces are sent to be rendered in the same format the renderer uses, in addition to being excluded from ColDet. | 10:55 |
Optic_Delusion | (don't depend on me for details but...) two regular triangles sent to be rendered require six points, Two drawinfo triangles require four points. Drawinfo can do four tris with six points. As tri count goes up, the benefit increases. | 10:58 |
Optic_Delusion | ....It's something like that. | 10:59 |
Optic_Delusion | each additional tri requires only one additional point. | 11:00 |
Optic_Delusion | after the first one. | 11:02 |
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SpringTank | ive heard about there being a performance difference before but I never knew why. | 14:26 |
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Agatha | GL_TRIANGLES vs. GL_TRIANGLE_STRIP, I expect | 20:42 |
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