[Algorithms] vipm instancing
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From: Paul F. <pa...@ar...> - 2000-08-04 09:57:40
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> You can do it by having a list of faces per object (faces can't be shared). > Each object will use the same vertex buffer and the same vsplit list, but > each object is in a different state, with different VB_Len and > CurrentVsplit. > This needs memory but if you have a 64k polys object you only need 64K*2 > bytes per object, which isn't very much. This is how I'm doing it currently, the trouble is that every instance uses the same amount of memory which is a huge waste if I have many instances at a high distance. Its annoying because if this idea worked and you could have instances with almost 0 memory waste you could have crazy numbers of polys in your scene. I thought of maybe using some kind of linked triangle list with the extra tris being paged in, stuck in a different chunk of ram then linked to the last chunk. Bad fragmentation and cache trouble I fear, though... Cheers, Paul. |