Re: [Algorithms] VIPM With T&L - what about roam
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From: Sam K. <sa...@ip...> - 2000-09-06 20:00:51
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Ok cool, thats what I hoped. This brings me to another thought... Say you had a roam implementation that subdivided down (ignoring camera distance, just using landscape variance) to a fixed level say 500,000 vertices or so and stored them on card for T&L. *then* on subsequent passes of the roam bintree, generate indexed lists into that hardware vertex pool based on the camera distance. This means you get true distance based roam LOD and cached t&l of the used verticies right? sam -----Original Message----- From: Cem Cebenoyan <CCe...@nv...> To: 'sa...@ip...' <sa...@ip...> Date: 06 September 2000 7:47 PM Subject: Re: [Algorithms] VIPM With T&L >Hi Sam, > >a) No, the card doesn't have to TnL the highest res model. TnL cards do TnL >"on demand" so that you only pay for the vertices that are indexed. > >b) All 1000 spaceships can share the same set of vertices, but they must >have their own separate index lists, unless you want them to all be at the >same LOD at all times. Again, only the indexed vertices will be >transformed, but they will be transformed separately for every instance of >the model (unless, of course, there is some vertex cache reuse) > >Let me know if you have any further questions about VIPM. > >-Cem >NVIDIA Developer Relations > >-----Original Message----- >From: Sam Kuhn [mailto:sa...@ip...] >Sent: Wednesday, September 06, 2000 10:49 AM >To: gda...@li... >Subject: [Algorithms] VIPM With T&L > > >Hi all, > >This is bound to have been covered a gazillion times before, but I'm having >trouble searching the archives: >I'm fairly new to VIPM, and have a couple of questions: > >a) I've read that its possible to throw the vertices of a model at the 3d >card (So T&L is possible) >And just maintain the indexed lists into that vertex array using collapses >and merges. >Doesn't that mean you have to make the card (hardware) transform all of the >vertices in the highest resolution representation of the model each frame? >even though the current lod might only need say 100.. or am I missing >something? > >b) Say you wanted 1000 spaceships on screen sharing a single VIPM model, how >does this work with (a)? >Does the card have to transform all the original (high lod) vertices 1000 >times to screen space? > >Is it that the hardware T&L only transforms vertices that are pointed to by >the supplied indexed lists? or what > >Thanks, > >sam >sa...@ip... > > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |