Lee Elliott writes: > Hello all, > > While we're discussing texture sizes, I'd like to hear how people get on with > high-poly models. > > While I have some problems if a lot of texture space is needed, I don't seem > to have any trouble with what I'd consider to be high poly models. > > What are other peoples experiences in this respect?
I think we have some capacity (especially on higher end systems) for cranking more polygons. However, we need to be careful because we might find ourselves throwing 10-100 of these aircraft into a single scene (i.e. landing at a busy airport.) We might be able to get away with 1 high polygon count model, but if we have 10-100 it will kill us ... and if they are all parked at the airport, we might not be able to use LOD to bail us out (like we could if the aircraft were all airborn and flying normal routes with normal separation.) In general, for real time simulation, it's a really good idea to try to keep the polygon count down. This is one of the biggest challenges with building models for real time simulation. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities curt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel