Just so I may recap on a couple of points made early on: Vert count between 2 polys, in-engine, will increase if: -The 2 poly's share seperate smoothing group -The 2 poly's are a part of two different UV islands Vert count between 2 polys, in-engine, will stay 'the same' to the application's count if: -The 2 poly's share…
Adam, I believe that is is correct, and I believe you can also add in shaders/materials. If you apply a different shader to each polygon that will break it into 2 objects.
Haha. Why am I not surprised. http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html Part 2 talks more on the whole uv/smoothing/mat splits issue.
i think the b cone would be best. cone a needs plenty of smoothing groups the look smoothed without over-smooth the cone end. something like face a smoothes with b, face b with c and a, c with d and b. uv space uses the same vertices as the normal mesh and 2 vertices more for the seam. in cone b you can smooth all group 1…
I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…
eric hosts that gamedesign paper, too. I am sure we are just minutes or hours away he posts the links again you get a fixed set of vertex attributes. Think positon,color,normal + some extras like UV channels, tangent stuff. Simply due to pipelining each vertex has no knowledge about the triangle he is part of nor other…
interesting read. Do you guys think these principles could be true for online 3D? Director with havok, flash cs3, java etc? or are those engines not powerful enough to experience benefits from good hardware? Im just thinking of all the really low poly online games out there and was wondering wether this is due to…
JKM: since the first shadermodel 1 cards (geforce3...) it was possible to do skinning on the GPU. Basically with higher shader models, it became more efficient to do (can do more bones and more weights). This in fact is done, so what you heard is wrong geometry shaders are mostly good for "generating vertices", which was…
I spent a solid few months of optimizing polys, lightmap UV channels, collish meshs for everything in UT and the act of stripping 2million polys out of a level generally improved the FPS by 2 or 3 frames. Polycount is not the huge issue people were rightly sure it was previously. The bigger issue now is texture resolution…
[ 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,…