There's pros and cons. Skinned models generally use fewer vertices, however
they can be fully accellerated by the D3D pipeline in a fairly trivial way.
Then again, if you do that you need to break up your stream of vertices with
matrix changes fairly often, which is often (usually?) a lose.
Skinned characters tend to look smoother and less like they're insects
wearing human skin in a grisly Hannibal-Lecter way. Depending on how you do
them, they can be accellerated by the D3D pipeline to varying degrees, which
is nice. But the no.1 cool thing about them in my book is that they VIPM
really really well. You can also get away with fewer tris and vertices than
on a segmented model for equivalent preceived detail. You may have noticed
that I'm a big fan of scalability.
So it's swings and roundabouts - on the one hand segmented is simple. But
it's a bit ugly, not as flexible and uses more tris and vertices.
Tom Forsyth - Muckyfoot bloke.
Whizzing and pasting and pooting through the day.
> -----Original Message-----
> From: Leigh McRae [mailto:lei...@ro...]
> Sent: 11 August 2000 21:04
> To: gda...@li...
> Subject: [Algorithms] Single mesh vs segments
>
>
> I have a engine that uses segmented models. I am thinking
> of switching it
> to a single skinned mesh but I am ignorant in this area. If
> the same human
> character was modeled using segments and then modeled with a
> single skin
> would one be faster then the other? Do they take about the
> same memory
> space? Which looks better?
>
> Leigh McRae
>
>
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