I used to have texture space problems with my old Matrox G-550 video card but
since fitting a card with more ram, that's not an issue anymore. However,
now I think I can see differences due to vertex counts.
I don't think there's a clear answer to texture space/vertex count issues, as
far as
Melchior FRANZ said:
* Chris Horler -- Friday 30 April 2004 17:41:
I've been messing around in my spare moments recently... I've a few more
things to do before finishing.
Don't want to rain on your parade, but someone donated a Concorde
already. There was just nobody who wanted to
Don't want to rain on your parade, but someone donated a Concorde
already. There was just nobody who wanted to reduce the *many* vertices
and re-apply the textures afterwards. Blender is quite good at reducing,
but it would still mean a lot of work. If you want to continue to work
on your
Melchior FRANZ said:
* Jim Wilson -- Friday 30 April 2004 18:13:
[http://members.aon.at/mfranz/concorde.tar.gz (1 MB)]
It's actually a very nice model and I don't think it has too many vertices for
modern computers. IIRC it is comparable to the 1903 Wright flyer model's
size.
Umm
From the look of it, lowering that many vertices will be a waste of time and
effort; not to mention a waste of a good model. I say, whoever is doing the
new Concorde should continue with his work.
Regards,
Ampere
On April 30, 2004 01:37 pm, Melchior FRANZ wrote:
* Jim Wilson -- Friday 30
In my opinion, having vertex count exceeding 10,000 isn't that bad. What I
think really killing framerate are textures.
Speaking of vertex count and texture resolution, does FlightGear support
multiple level-of-details? (As in loading a model with more and more details
as the object is