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From: SourceForge.net <no...@so...> - 2004-03-01 21:28:21
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Bugs item #907849, was opened at 2004-03-01 21:16 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907849&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Split TriMesh into simple and complex cases Initial Comment: From an older bug: ----------------------- To correctly render complex meshes, the IR TriMesh code should handle TriMeshes with per-texture triangles (rather than only supporting per-TriMesh textures). It won't be possible to submit them as a vertex array, so the best solution is probably to detect a "this is too complex to render as a TriMesh" which breaks the TriMesh up into individual triangles. The "this is too complex" tests should be modelled on the fast-path tests, so we can add more tests in the future - for now, checking for kQ3AttributeTypeSurfaceShader in the triangle attribute list would sufice to detect this case. ----------------------- As well as handling the above case, splitting the TriMesh code into "simple case, passed directly to GL/D3D" and "complex case, broken up and pushed into triangle buffer" will also help reduce the amount of data the CPU needs to touch for the fast case. This bug was originally intended to track per-texture triangles, but the performance benefits from separating out the two cases would make it worthwhile regardless. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907849&group_id=45158 |