I have a little energy for a debate...
For my application, the key feature of patches is that it's a tremendous
compression technique. On PSX-2, at least, handling data is very expensive,
while computations aren't. There are a few cunning tricks you can use to
overcome a lot of the problems with patches. Other problems can be avoided
by selecting content or techniques that don't stress the implementation.
Peter Lipson
Mattel Interactive
> -----Original Message-----
> From: Akbar A. [mailto:sye...@ea...]
> Sent: Friday, September 01, 2000 2:59 PM
> To: gda...@li...
> Subject: RE: [Algorithms] Curves...
>
>
> >Bezier patches are easy to render.
> opinion:
> imho patches are horrible, after talking with a whole lot of
> people (i used
> to like patches) writing some code...
>
> there are just to many problems with patches, it's not worth
> the effort.
> they get split back to triangles, artists can do more with a
> higher mesh of
> triangles.
> there are "so" many problems with patches that people don't see when
> starting out :|
> someone should really right an article on the downsides of
> patch rendering.
>
> sigh, this will probably start a debate why patches are good,
> if only i had
> the energy to discuss more about this. i think i might have
> already written
> a few points about this in a previous e-mail.
>
>
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