Hello,
So I'm used to animations where a huge number of steps are skipped for me by the software, optimization at low polycounts is an afterthought, and I can key visibility directly in my timeline.
What I'm not accustomed to is sharply reducing things for say, mobile devices, nor am i accustomed to dynamic cameras where visibility can't be tweaked by hand.
![QnyjS.png](http://i.imgur.com/QnyjS.png)
and a flat sample of current floor tiles (but planning to add a bunch more) :
![26bDe.png](http://i.imgur.com/26bDe.png)
This pretty much shows my 2 questions.
1 - is it possible, with a camera that rotates to show the 4 standard isometric angles (think FFT or Vandal Hearts), to kill the visibility of an entire static mesh based on camera rotation?
2 - is it more efficient, in iphone 4 terms, to have about 1k polys drawing from a single texture sheet (512x512), or to combine them into large chunks, which are assigned *unique* textures approaching the maximum dimensions?
Thanks!
EDIT : I didn't see the UDK subforum, is there a way this can be moved to there?