I am just spending a lot time in learning how 3d engines work and coding my own http://crazybutcher.cube3d.de/code/_evac2.html but since I am no pro take it not as "the truth" (there is none anyway ) -closed mesh: better because if there are small seams you would see aliasing along the edge. also think that stencil…
http://www.ericchadwick.com/examples/provost/byf1.html "Beautiful, Yet Friendly, Parts 1 & 2" by Guillaume Provost, Pseudo Interactive. These great articles originally appeared in Game Devloper magazine. If you missed them, they're now available online, courtesy Mr. Provost (and a little time I spent with some optical…
as OpenGL is a state machine, ie you set the environment then render, almost everything is a state change. basically its everything that forces you to make a new drawcall, among the state changes there are ones that are mor expensive than others. e.g. the "shaders" like bump mapping, reflections... are a pretty heavy…
That's a good one. Dutifully squirrelled away in my whitepapers folder. Though he discusses general modeling principles and color theory rather than specific real-time 3D techniques. Well presented nonetheless. I wonder if anyone who is in school these days (MoP?) could comment on whether they're teaching the nuts and…