On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: > 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
Is there any way to come up with a rough guidence figure? LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel