You have a TON of wasted triangles at the end of the cylinder. You should be using more tri's to help your silhouette. If its not helping your silhouette then you should be doing more with less. 2924 is to high for an object that size. For an FPS at least.
To find the optimal solution, you'd need to benchmark each possibility. Any one of them could be best, depending on your software and your target hardware. In some scenarios, texture memory will be a bottleneck. Especially if your target platform doesn't have much available. In other scenarios, vertex processing might be a…
https://twitter.com/PG_minami/status/294234748363091968 オイオイ(>_<) oi oi (>_<) = basically his boss telling him that he is over the line, so it could be a bad joke that went viral ...
Mwhaha! I just doubled the speed for ATIs today hacking their compiler with a super-dirty trick ( but it's still a lot slower than NVIDIA...). Incomming 0.4.0 soon with hybrid-CPU support also ( you'll be able to use the CPU + GPU, the current version uses only the GPU ). Currently only the NVIDIA's true GT200…
Hi all, It's been a while (work gets busier but free time sure as hell don't get slower!), but finally got round to getting out a spline pass of this. Syncsketch was really useful last time, thanks for the feedback. I've added another SynsSketch here as well so feel free to use that also: SYNCSKETCH:…
Hello. Thank you for sharing, that is a lot of information. The link to the "photometric viewer" seems dead (expired domain). You mentioned at the end that decisions on light type and location aren't relevant, but let me tell you, I'd love to know more about how lights are chosen, placed etc. so that you not only light the…