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


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