I checked this out, and indeed I'm wrong although its not 100% true triangles doesn't matter, because you _do_ have some per-triangle setup, but in general you should keep down both vertices and triangles. For high performance you should do vertex post-transform cache optimisation on the data.
Necromancy~ as I resurrect this seven year-old thread.
Looking into doing something similar to this in Maya -- but JHaywood's script seems to be down...and ALSO, I'm assuming other people have looked into this in the last few years.
Thoughts? Updates? Or should I just suck it and figure it out myself?
Replies
Looking into doing something similar to this in Maya -- but JHaywood's script seems to be down...and ALSO, I'm assuming other people have looked into this in the last few years.
Thoughts? Updates? Or should I just suck it and figure it out myself?
thx
http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr