I'm not sure if I worded the title right, but if anyone who knows how the technical stuff works could shed some light on a question I had.
If I have a mesh, lets say for instance it's a brick wall. We'll say the wall is made out of 9 bricks. The high poly has been baked to a plane and you have your texture for the wall. Super.
What if I wanted to take this further. I know of two things I could do, excluding using tessellation/displacement.
I could modify the plane and add geometry so I can manually pull and push the mesh to give it more depth.
I could just bake the high poly bricks to low poly bricks themselves and build a wall out of them.
My question is it wasteful in terms of resources to run something like that?
So let's say I modified the wall that is a plane and I end up with a wall that had maybe 100 verts, but if I build wall of the low poly bricks I end up with 90 verts.
In a game engine would calling multiple wall objects composed of 9 meshes with 90 total verts be more intensive than a single mesh composed of 100 verts?
Replies
Another issue to take into consideration is that the more the geometry and UV verts are welded the faster the model will preform inside each draw call.
http://stackoverflow.com/questions/4853856/why-are-draw-calls-expensive
You also have the problem of overdraw : rendering faces behind before the faces in front, which means the GPU will compute the back of the bricks before the front every time. You don't need that. (I simplified the idea, it's not exactly like that but you see my point)
It's better to merge a maximum of meshes (but stay reasonable, otherwise the GPU will load and draw every mesh that are linked. No need to compute a mesh in your back).