[hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Robert Briscoe
Hi guys,   I've been building some props recently which have a variety of multiple skins, such as barrels with different colours and trees with different foliage etc. But I'm concerned as to how Source handles props with multiple skins, If I have a prop with 5 skins, will that mean, in turn,

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Garry Newman
If by multiple skins you mean multiple materials on the same model, then yeah, it would definitively be less expensive to have a single material. If by multiple skins you mean different skins that you can switch between, then I'd say no, it's exactly the same.. because all it's really doing there

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh Le
actually, are you sure it loads all 5 skins into memory? I thought it only loads the skin that you select.. ie. if your map only uses 2 of the 5 skins for a particular prop object, then won't it just load those two that were used on the map? Jonas 'Sortie' Termansen wrote: Hey, the way I

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Robert Briscoe
a test today to see what impact it has on performance. - Original Message From: Minh Le [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, 19 October, 2008 14:24:15 Subject: Re: [hlcoders] Static prop skins = more draw calls?     That's

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jed
I asked Matt Boone about this ages ago and he said that if a model has multiple skins defined it loads all the textures even if you don't use them. There was also the batch value which no longer seems to work in HLMV which would show you how many draw calls a model needed. I wouldn't mind some

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Justin Krenz
: [hlcoders] Static prop skins = more draw calls? If by multiple skins you mean multiple materials on the same model, then yeah, it would definitively be less expensive to have a single material. If by multiple skins you mean different skins that you can switch between, then I'd say no, it's exactly

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jay Stelly
] Static prop skins = more draw calls? I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh
] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 1:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Static prop skins = more draw calls? I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Justin Krenz
skins = more draw calls? I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses