Re: [Algorithms] Character customization Vs Number of primitives
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From: Jon W. <hp...@mi...> - 2007-06-13 17:29:42
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Benjamin Rouveyrol wrote: > - Have different primitives for each fragment: I'm afraid that the > number of draw calls would increase a lot, since each character will > also be rendered for shadowing, for lighting and for glowing, but the > textures will be shared in memory > - Group all the different primitives into one single primitive: this > will reduce the number of draw calls, but the textures must be grouped > together into a single texture, that may never be shared (and there > are diffuse/normal/gloss textures for every characters) and the memory > cost can become huge if the artists want a pretty big resolution. We built a system to do #2, including a designated artist stick to make sure they don't go overboard. Then we're actually running it in mode #1, and it works fine. We target 30 fps on some pretty low-end hardware, too. Cheers, / h+ |