RE: [Algorithms] Spatial partitioning and object-space bumpmaps
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From: Tom F. <to...@mu...> - 2002-06-28 17:14:02
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Get a big stick. Or have each vertex say which object it comes from, hold that object's transform matrix in a table in VS constant space, and do things that way. Like skinned animation, but without the animation bit, and no blending - one "bone" per object. Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Joris Mans [mailto:jor...@pa...] > Sent: 28 June 2002 18:11 > To: 'Tom Forsyth'; gda...@li... > Subject: RE: [Algorithms] Spatial partitioning and > object-space bumpmaps > > > Ofcourse I rebuild indexed geometry after the polygon soup creation. I > check for each vert whether it exists already so I don't > loose anything > there. The main concern I have is that artists make objects which are > too small to be rendered efficiently, and when those objects have obj. > space bumpmaps you're screwed from a perf. Point of view. Any > suggestions on this? > > Joris > > > > > Sure, this is obviously useful. What I'm saying is that if > > you have object information, then a lot of this stuff will > > magically be there already. For example, all the textures in > > this object will usually be used together, so you can put > > them on a single texture texture page. Also, the triangles in > > an object probably share a lot of vertices, so you can used > > indexed primitives. Turning them into soup is going to throw > > this all away. You might be able to recover it again, but why > > give yourself the hassle? > > > > By all means do _more_ grouping, i.e. meta-groups, so that > > you get even more batching. And if objects are particularly > > large, you probably do want to partition to get slightly > > better culling (but careful of partitioning too finely). But > > throwing away perfectly good implicit grouping information > > seems silly to me. > > > > > > Tom Forsyth - purely hypothetical Muckyfoot bloke. > > > > This email is the product of your deranged imagination, > > and does not in any way imply existence of the author. > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Caffeinated soap. No kidding. > > http://thinkgeek.com/sf > > _______________________________________________ > > GDAlgorithms-list mailing list > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > > |