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,
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
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
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
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
: [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
] 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
] 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
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
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