Ampere K. Hardraade wrote:
If I apply a single texture and a single UVW map across three objects, would
the resulting performance be the same as splitting the texture into three
parts and applying three UVW maps to each object?
Drawing 3 different textures requires 3 additional state changes in
opengl. However, consider that (1) modern cards/drivers are extremely
fast at doing state changes and you have to be pretty careless to start
seeing an impact, and (2) you don't necessarily know the order that your
objects are drawn in so it's possible that if other stuff is
interleaved, you could already be doing state changes.
Of course, the real answer is that it all depends. :-) Is this an
object that will be replicated 100's or thousands of times in a single
scene? Are you making many 3-textured objects? It's often hard to
discuss performance in generalities. Often you need to look at the
specifics of each situation.
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
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