Re: [GD-Consoles] Textures vs. Polygons
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From: R & D \(GameBrains\) <res...@ga...> - 2001-11-21 09:41:17
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Awen, Thanks for explaining. We are doing as you said and stripping based = upon material already, and sorting everything else to minimize state = changes, etc. What I am not doing yet is looking at how skinning will = effect what changes I need to make to our morphing and kinematic data, = structure and the matrices. Your note has helped me forsee some stuff I = need to look at, thanks much! Brett ----- Original Message -----=20 From: "Awen Limbourg" <ali...@ed...> To: <gam...@li...> Sent: Wednesday, November 21, 2001 4:58 PM Subject: RE: [GD-Consoles] Textures vs. Polygons > >2. Jamie/Awen: Sorry, I am not clear on what you mean by splitting = the > geometry matrices, could you explain this in more detail? >=20 > Hope i'm going to describe what Jamie had in mind... > Ok: objects verts/polys/etc are sorted and stripped using some = criterions > (polys batched on a per-material basis is a common practice). Strip = best > size, and neihgbouring choice, is generally choosen using many params > considerations (GPU cache size ?). More specifically on a PS2, if you = choose > to use VU to do your mesh mathematics, the VU mem size may be one of = these > params. For an object, you need to compute the storage required by the = VU to > process one of your vertex (3d coords+normal+uvs+rgbs... etc.), and = usually > a matrix or two, to rotate and light your stuff. You have to be smart = with > you VU and make some decisions on what could stay for a while, and = what must > be quickly discarded to minimize DMA traffic. Matrices may be = considered > more 'static' than verts flow. > For an animated object your need to add some skinning consideration to = that > point, and configure your mesh to require the least possible matrices > swapping. And it shows naturally the way you choose to strip/sort your = mesh > polys. >=20 > Ant it's a bit related to your texture details problem, since if you = NEED to > split your mesh into chunks because of matrices, why not having many > materials per object, if you're a king of parallelization and swapping > texture buffer, text upload cost stuff may be masked. > Sorry to stay a bit vague, it begins to touch some dungeon secrets, = around > here ;) >=20 >=20 >=20 >=20 >=20 > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles >=20 |