[ QUOTE ] A mesh is pretty much free for the 1st 600 polys, beyond that its cost can be reduced dramatically by using lightmaps for generating self shadowing and so on rather than vertex lighting. [/ QUOTE ] do you mean a unique prebaked AO map?. In theory if you use a second UV for unique map, thats 2 shorts = 4 bytes,…
yeah mop you are right, stencil shadows are definetely ugly case where more tris = more work. But I dont think stencilshadows will have much future, personal opinion so or if moved to GPU to do silhouette extraction the tris count will not be soooo important anymore. loading into memory, well vertexcounts and texture…