RE: [Algorithms] VIPM With T&L - what about roam
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From: Tom F. <to...@mu...> - 2000-09-12 10:56:57
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There were some thinking-out-loud discussions between myself and Charles Bloom a few weeks ago on a similar subject (doing VIPM with strips rather than lists). If the archives don't work, and you don't have the old messages to search through, I could probably dig them up and repost them. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > From: Martin Fuller [mailto:mf...@ac...] [snip] > Here's a question though. If I want to VIPM a heightfield is > there anyway to > > maintain a minimal indexed triangle strip. By minimal I mean > as few strips > and > as few degenerate triangles as possible. A plain heightfield > strips very > well > obviously with one strip per tile, (Assuming a quadtree > split) with best > case > 1 degerenrate triangle per coulomb. > > It's all swings and roundabouts, there are cruder LOD techniques for > heightfields > which strip very nicely so I suppose it depends on whether > the bottleneck > becomes > the transforms and extra vertex data or the actual polygon drawing. My > current > thinking on PC and PS2 is that it's probably better to maintain longer > strips and > draw more polys. Any thoughts? > Cheers, > Martin |