RE: [Algorithms] VIPM With T&L - what about roam
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From: Sam K. <sa...@ip...> - 2000-09-06 20:48:25
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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 >> > > |