Re: [Algorithms] Lindstrom / ROAM / CLOD and tristrips
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From: Paul F. <pf...@at...> - 2002-02-15 14:48:36
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Johan Hammes wrote: <snip> > do, so don't. Modern hardware is fast enough so that you can triangulate to > less than 1 pixel screen space error, and just reuse that mesh for the next > 100 frames or so, then retriangulate the whole thing again... or something. Depends what you call modern hardware. In fact, despite all the literature to the contrary I've never actually seen 1 pixel error LOD in a game. The closest I've seen is in Jax & Daxter, but they use vertex morphing (to excellent effect) which everyone usually warns against. I wouldn't discount good old vertex morphing and higher pixel errors. Cheers, Paul. |