You can also fix some Z sorting issues by setting "both sides" to false in your
model, and by using Renderer.CORRECT_Z_ORDER or Renderer.INTERSECTING_OBJECTS as your
renderer instead of Renderer.BASIC. These renderers run slower than the basic renderer,
but you can play with swapping between renderers to keep your performance up when you
need to, then switching back to the more complex renderers when your camera isn't moving.
You may also be able to use "smooth" or "optimize" commands in your 3D editor
to eliminate unnecessary faces
On Tue, 12 Jan 2010 05:44:21 -0800, Fabrice3D <[email protected]> wrote:
You will not fix this kind of sorting issues by just subdividing,
Its the way your model is builded that is not optimized.
The inside walls for instance, they should be part of the outer wall, and same
for the floor.
Also your walls have, it seams, the prop bothsides set to true, closing the
upper part and setting to false would remove also lots of faces from the render
loop.
If this model doesn't need to be seen from near camera, and stays at this size,
you could probably reduce easylly the total face count by 1/2.
Fabrice
On Jan 12, 2010, at 1:31 PM, y-nk wrote:
Hello,
Could someone familiar with collada import confirm my thoughts ?
I have a collada, which *looks* the most "low poly" made possible. The
Aw3d debug box still tells me 5202 total elements.
There is some Z Sorting issue with this model, and it looks like it's
all about polys. I think the collada would need more poly (quarterFace-
like) but it would reveal 5202 * 4 elements on the scene, which looks
pretty insane !
There is a demo of my collada here : http://dev.bigyouth.fr/archi
My thoughts are : the collada is too complex, it should be up to 5000
elements WITH a quaterface.
Am i right ?
Thanks