Re: [Algorithms] vipm feasible on ps2?
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From: Paul F. <pf...@at...> - 2000-12-08 18:31:14
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Tom Forsyth wrote: > The actual bandwidth saving is done by having multiple meshes of different > LoDs. The skipstrip stuff just makes sure you progress smoothly from one to > the other (so you don't get really obvious visible pops) - it doesn't save > bandwidth as such. Sure, this is what I was wondering about. Afaik the standard VIPM tri-list method does save vertex-bandwidth on a (double) poly basis so its granularity is relativly small. I was wondering whether the finer granularity of the tri-list method would pay off against the tri-strips on PS2? > So once you have made a certain fraction of your tris degenerate using > skipstrips, you then switch to a new mesh with exactly the same topology > that excludes the degenerate ones, and has been re-stripified. Keep going > until you have your minimum LoD. Much experimentation is needed, I think :-) Cheers, Paul. |