On Tue, 08 Jul 2003 22:07:06 +0100 Lee Elliott <[EMAIL PROTECTED]> wrote:
> On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: > > Lee Elliott writes: > > > Hello all, > > > > > > While we're discussing texture sizes, I'd like to hear how people get on > > > > with > > > high-poly models. > > > > > > While I have some problems if a lot of texture space is needed, I don't > seem > > > to have any trouble with what I'd consider to be high poly models. > > > > > > What are other peoples experiences in this respect? > > > > I think we have some capacity (especially on higher end systems) for > > cranking more polygons. However, we need to be careful because we > > might find ourselves throwing 10-100 of these aircraft into a single > > scene (i.e. landing at a busy airport.) We might be able to get away > > with 1 high polygon count model, but if we have 10-100 it will kill us > > ... and if they are all parked at the airport, we might not be able to > > use LOD to bail us out (like we could if the aircraft were all airborn > > and flying normal routes with normal separation.) > > > > In general, for real time simulation, it's a really good idea to try > > to keep the polygon count down. This is one of the biggest challenges > > with building models for real time simulation. > > > > Is there any way to come up with a rough guidence figure? Three 747 models parked at KSFO brought my system to a virtual halt. The first two were okay, losing about 5 or 6 fps each. This was on a 32MB GeForce2. Bernie _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
